예제 #1
0
void CHangingLamp::TurnOn	()
{
	light_render->set_active						(true);
	if (glow_render)	glow_render->set_active		(true);
	if (light_ambient)	light_ambient->set_active	(true);
	if (Visual()){
		CKinematics* K				= smart_cast<CKinematics*>(Visual());
		K->LL_SetBoneVisible		(light_bone, TRUE, TRUE);
		K->CalculateBones_Invalidate();
		K->CalculateBones			();
	}
	processing_activate		();
}
예제 #2
0
void CHelicopter::DieHelicopter()
{
	if ( state() == CHelicopter::eDead )
		return;
	CEntity::Die(NULL);

	m_engineSound.stop				();

	m_brokenSound.create			(pSettings->r_string(*cNameSect(), "broken_snd"),st_Effect,sg_SourceType);
	m_brokenSound.play_at_pos		(0,XFORM().c,sm_Looped);


	CKinematics* K		= smart_cast<CKinematics*>(Visual());
	if(true /*!PPhysicsShell()*/){
		string256						I;
		LPCSTR bone;
		
		u16 bone_id;
		for (u32 i=0, n=_GetItemCount(*m_death_bones_to_hide); i<n; ++i){
			bone = _GetItem(*m_death_bones_to_hide,i,I);
			bone_id		= K->LL_BoneID	(bone);
			K->LL_SetBoneVisible(bone_id,FALSE,TRUE);
		}

		///PPhysicsShell()=P_build_Shell	(this,false);
		PPhysicsShell()->EnabledCallbacks(TRUE);
		PPhysicsShell()->set_ObjectContactCallback(CollisionCallbackDead);
		PPhysicsShell()->set_ContactCallback(ContactShotMark);
	}
	Fvector lin_vel;

	Fvector prev_pos				= PositionStack.front().vPosition;
	lin_vel.sub						(XFORM().c,prev_pos);

	if(Device.dwTimeGlobal != PositionStack.front().dwTime)
		lin_vel.div((Device.dwTimeGlobal-PositionStack.front().dwTime)/1000.0f);
	
	lin_vel.mul						(m_death_lin_vel_k);
	PPhysicsShell()->set_LinearVel	(lin_vel);
	PPhysicsShell()->set_AngularVel	(m_death_ang_vel);
	PPhysicsShell()->Enable			();
	K->CalculateBones_Invalidate	();
	K->CalculateBones				();
	setState						(CHelicopter::eDead);
	m_engineSound.stop				();
	processing_deactivate			();
	m_dead							= true;
}