Example #1
0
	void PlantMine::ProcessEvent( const MessageHelper &_message, CallbackParameters &_cb )
	{
		switch ( _message.GetMessageId() )
		{
			HANDLER( ACTION_WEAPON_FIRE )
			{
				const Event_WeaponFire *m = _message.Get<Event_WeaponFire>();
				if ( m->mWeaponId == ETQW_WP_LANDMINE && m->mProjectile.IsValid() )
				{
					mLandMineEntity = m->mProjectile;
				}
				break;
			}
		}
	}
Example #2
0
void JA_Client::ProcessEvent( const MessageHelper &_message, CallbackParameters &_cb )
{
	switch ( _message.GetMessageId() )
	{
		HANDLER( JA_PERCEPT_FEEL_FORCE )
		{
			const Event_ForceInflicted *m = _message.Get<Event_ForceInflicted>();
			_cb.CallScript();
			_cb.AddEntity( "inflictor", m->mInflictor );
			_cb.AddInt( "type", m->mType );

			if ( m->mInflictor.IsValid() )
			{
				GetSensoryMemory()->UpdateWithTouchSource( m->mInflictor );
			}
			break;
		}
	}
	Client::ProcessEvent( _message, _cb );
}
Example #3
0
	void PlantExplosive::ProcessEvent( const MessageHelper &_message, CallbackParameters &_cb )
	{
		switch ( _message.GetMessageId() )
		{
			HANDLER( ACTION_WEAPON_FIRE )
			{
				const Event_WeaponFire *m = _message.Get<Event_WeaponFire>();
				if ( m->mWeaponId == ETQW_WP_HE_CHARGE && m->mProjectile.IsValid() )
				{
					mExplosiveEntity = m->mProjectile;
					mGoalState = ARM_EXPLOSIVE;
				}
				/*else if(m->mWeaponId == ETQW_WP_SATCHEL && m->mProjectile.IsValid())
				{
				mExplosiveEntity = m->mProjectile;
				mGoalState = RUNAWAY;
				}*/
				break;
			}
		}
	}