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70 lines
2.4 KiB
C++
70 lines
2.4 KiB
C++
/*
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** a_fountain.cpp
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** Actors that make particle fountains
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "info.h"
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#include "p_effect.h"
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#include "doomdata.h"
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class AParticleFountain : public AActor
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{
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DECLARE_CLASS (AParticleFountain, AActor)
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public:
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void PostBeginPlay ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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};
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IMPLEMENT_CLASS (AParticleFountain)
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void AParticleFountain::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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if (!(SpawnFlags & MTF_DORMANT))
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Activate (NULL);
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}
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void AParticleFountain::Activate (AActor *activator)
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{
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Super::Activate (activator);
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effects &= ~FX_FOUNTAINMASK;
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effects |= health << FX_FOUNTAINSHIFT;
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}
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void AParticleFountain::Deactivate (AActor *activator)
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{
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Super::Deactivate (activator);
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effects &= ~FX_FOUNTAINMASK;
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}
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