RotatingWorldModel::RotatingWorldModel() : GameBase(OT_WORLDMODEL)
{
	AddAggregate(&m_damage);

    m_hstrSpinUpSound   = LTNULL;
    m_hstrBusySound     = LTNULL;
    m_hstrSpinDownSound = LTNULL;
	m_fSoundRadius		= 1000.0f;
    m_sndLastSound      = LTNULL;
    m_bBoxPhysics       = LTTRUE;

	VEC_INIT(m_vVelocity);
	VEC_INIT(m_vSaveVelocity);
	VEC_INIT(m_vSpinUpTime);
	VEC_INIT(m_vSpinDownTime);
	VEC_INIT(m_vSpinTimeLeft);
	VEC_SET(m_vSign, 1.0f, 1.0f, 1.0f);

	m_fLastTime		= 0.0f;
	m_fStartTime	= 0.0f;

	m_eState		= RWM_NORMAL;

	m_fPitch		= 0.0f;
	m_fYaw			= 0.0f;
	m_fRoll			= 0.0f;

	m_hShadowLightsString = NULL;
	m_nLightAnims = 0;
	m_nShadowAxis = 0;
    m_bFirstUpdate = LTTRUE;

}
Пример #2
0
LightFX::LightFX() : BaseClass(OT_LIGHT)
{
	AddAggregate(&m_damage);

	m_bOn  				        = DTRUE;

	m_nNumColorCycles           = 0;		    // Number of times to cycle through
	
	VEC_INIT(m_vCurrentColor);
	VEC_INIT(m_vColor1);
	VEC_INIT(m_vColor2);
	VEC_INIT(m_vColor3);

    m_fRedValue = 1.0f;
    m_fGreenValue = 1.0f;
    m_fBlueValue = 1.0f;
    
	m_nNumIntensityCycles       = 0;	    // Number of times to cycle through
	m_fIntensityMin			    = 0.5f;
	m_fIntensityMax			    = 1.0f;
	m_fIntensityMinTime		    = 0.0f;
	m_fIntensityMaxTime		    = 0.0f;
	m_fIntensityRampUpTime		= 0.0f;
	m_fIntensityRampDownTime	= 0.0f;

	m_nNumRadiusCycles          = 0;		// Number of times to cycle through
    
	m_fRadiusMin			    = 500.0f;   // default Radius
    
	m_fRadiusMax			    = 0.0f;
	m_fRadiusMinTime		    = 0.0f;
	m_fRadiusMaxTime		    = 0.0f;
	m_fRadiusRampUpTime	        = 0.0f;
	m_fRadiusRampDownTime	    = 0.0f;

	m_fLifeTime			        = -1.0f;

	m_vColor1.x = m_vColor1.y = m_vColor1.z = 255.0f;
	m_vColor2.x = m_vColor2.y = m_vColor2.z = 255.0f;
	m_vColor3.x = m_vColor3.y = m_vColor3.z = 255.0f;

    m_fCurrentRadius         = 0.0f;
    
    m_fIntensityTime         = 0.0f;
    m_fRadiusTime            = 0.0f;
    m_fColorTime             = 0.0f;
    
    m_nCurIntensityState     = 0;
    m_nCurRadiusState        = 0;
    m_nCurColorUsed          = 0;
    
    m_fStartTime             = 0.0f;

	m_bDynamic				 = DTRUE;

	m_hstrRampUpSound		 = DNULL;
	m_hstrRampDownSound		 = DNULL;

	m_fHitPts				 = 1.0f;
}
Пример #3
0
Rotating::Rotating() : Aggregate()
{
	m_hObject			= DNULL;
	m_hstrSpinUpSound	= DNULL;
	m_hstrBusySound		= DNULL;
	m_hstrSpinDownSound	= DNULL;
	m_fSoundRadius		= 1000.0f;
	m_sndLastSound		= DNULL;

	VEC_INIT(m_vVelocity);
	VEC_INIT(m_vSaveVelocity);
	VEC_INIT(m_vSpinUpTime);
	VEC_INIT(m_vSpinDownTime);
	VEC_INIT(m_vSpinTimeLeft);
	VEC_SET(m_vSign, 1.0f, 1.0f, 1.0f);
	
	m_fLastTime		= 0.0f;
	m_fStartTime	= 0.0f;

	m_eState		= RWM_OFF;

	m_fPitch		= 0.0f;
	m_fYaw			= 0.0f;
	m_fRoll			= 0.0f;
}
Пример #4
0
CDestructable::CDestructable() : Aggregate()
{
	m_hObject					= DNULL;
//	pOwner					= DNULL;

	m_bDead						= DFALSE;
	m_bApplyDamagePhysics		= DTRUE;
	m_fMass						= 1.0;
	m_fHitPoints				= 1;
	m_fDeathHitPoints			= 1;
	m_fMaxHitPoints				= 1;
	m_fMaxMegaHitPoints			= 1;
	m_fArmorPoints				= 0.0;
	m_fMaxArmorPoints			= 1.0;
	m_fMaxNecroArmorPoints		= 1.0;
	m_fResistance				= 1.0;

	m_nLastDamageType			= DAMAGE_TYPE_NORMAL;
	m_fLastDamagePercent		= 0.0f;
	m_fLastDamageAmount			= 0.0f;
	VEC_INIT(m_vLastDamageDirection);

	m_hstrDamageTriggerTarget	= DNULL;
	m_hstrDamageTriggerMessage	= DNULL;
	m_hstrDeathTriggerTarget	= DNULL;
	m_hstrDeathTriggerMessage	= DNULL;

	m_hstrSpawnObject			= DNULL;
	VEC_INIT(m_vSpawnObjectVel);
	
	m_bGodMode					= DFALSE;
	m_bNighInvulnerable			= DFALSE;
	m_hWhoKilledMeLast			= DNULL;
	m_bTriggerOnly				= DFALSE;

	m_fDeathDelay				= 0.0f;

	m_Link.m_pData				= DNULL;
	if( m_dwNumDestructables == 0 )
	{
		dl_TieOff( &m_DestructableHead );
	}

	m_hLastDamager = DNULL;
	m_nNodeHit = 0;
	m_nSideHit = 0;

	// Init these [gk]
	m_pInventoryMgr	= DNULL;
	m_pAnim_Sound = DNULL;

	m_bAddVelocity = DFALSE;
	VEC_INIT(m_vAddVelocity);

	m_bDestructable			= DTRUE;
}
Пример #5
0
DBOOL UpdateMovingObject(PhysicsState *pUserState, MovingObject *pObject, DVector *pNewPos)
{
	if (!pObject || !pNewPos) return DFALSE;

	PhysicsState* pState = pUserState ? pUserState : GetCurPhysicsState(pObject);
	if (!pState) return DFALSE;

	DVector vTemp, velocityDelta, posDelta;

	if(pObject->m_PhysicsFlags & MO_RESTING)
		return DFALSE;
	
	// Prevent tiny movements.
	if(VEC_MAGSQR(pObject->m_Acceleration) < 0.01f)
	{
		VEC_INIT(pObject->m_Acceleration);
	}

	if(VEC_MAGSQR(pObject->m_Velocity) < 0.01f)
	{
		VEC_INIT(pObject->m_Velocity);
	}

	// velocityDelta = ( acceleration + accelDelta * 0.5 ) * dt;
	VEC_INIT(vTemp);
	if (!(pObject->m_PhysicsFlags & MO_NOGRAVITY))
	{
		DFLOAT fScale = 0.5f;
		if (pObject->m_PhysicsFlags & MO_HALFGRAVITY)
		{
			fScale = 0.20f;
		}
		VEC_MULSCALAR(vTemp, pState->m_GravityAccel, fScale);
	}
	VEC_ADD(vTemp, vTemp, pObject->m_Acceleration);
	VEC_MULSCALAR(velocityDelta, vTemp, pState->m_TimeStep);

	// Apply the velocity to the position (p = p + vt + 0.5a(t^2)).
	VEC_MULSCALAR(posDelta, pObject->m_Acceleration, pState->m_TimeStepIntegral);
	VEC_ADDSCALED(posDelta, posDelta, pObject->m_Velocity, pState->m_TimeStep);

	// Add the final velocity to the new velocity.
	VEC_ADD(pObject->m_Velocity, pObject->m_Velocity, velocityDelta);

	if(!pNewPos)
		pNewPos = &pObject->m_Pos;

	VEC_ADD(*pNewPos, pObject->m_Pos, posDelta);
	
	// Zero out the acceleration.
	VEC_INIT(pObject->m_Acceleration);

	return DTRUE;
}
Пример #6
0
CParticleSystemFX::CParticleSystemFX() : CBaseParticleSystemFX()
{
	m_bFirstUpdate			= LTTRUE;
	m_fLastTime				= 0.0f;
	m_fNextUpdate			= 0.01f;

	VEC_INIT(m_vMinOffset);
	VEC_INIT(m_vMaxOffset);
	VEC_INIT(m_vMinVel);
	VEC_INIT(m_vMaxVel);

	m_dwLastFrameUserFlags = USRFLG_VISIBLE;
}
Пример #7
0
DBOOL CameraObj::Update()
{
	if (!g_pServerDE) return DFALSE;

   	g_pServerDE->SetNextUpdate(m_hObject, 0.01f);

// Need to check if Camera has Moved...

// If so, we need to change the Line...
// and Send new camera position
//
// Might have to send a pan up, pan down, pan direction, because of client/server slow down.
// That way all the updates are done on the client.

//    if (g_pServerDE->GetVarValueFloat(g_pServerDE->GetGameConVar("DebugCutScene")) == 1.0f)
//    {
//        DisplayRay();
//    }

    // If we are linked then check to make sure the Link has not moved...
    if (m_hLinkObject)
    {
        DVector vPos, vMyPos;
	    VEC_INIT(vPos);
	    VEC_INIT(vMyPos);
        
        // From this Point
    	g_pServerDE->GetObjectPos(m_hObject, &vMyPos);
        
        // To this Point
    	g_pServerDE->GetObjectPos(m_hLinkObject, &vPos);

		DVector vF, vU;

		VEC_SUB(vF, vPos, vMyPos);
		VEC_SET(vU, 0, 1, 0);

    	DRotation rMyNewRot;
    	
		g_pServerDE->AlignRotation(&rMyNewRot, &vF, &vU);

		g_pServerDE->SetObjectRotation(m_hObject, &rMyNewRot);
	}

	// Deactivate if the active time has expired.
	if (m_fActiveTime > 0 && g_pServerDE->GetTime() > m_fDeactivateTime)
		SetActive(DFALSE);

	return DTRUE;
}
Пример #8
0
Rain::Rain() : CClientSFX()
{
    m_dwFlags  = 0;
    m_fDensity = 0.0f;
    VEC_INIT(m_vDims);
    m_fLifetime = 1.0f;
    m_bGravity = DTRUE;
    m_fParticleScale = 1.0f;
    m_bTriggered = DFALSE;
    VEC_INIT(m_vDirection);
    VEC_SET(m_vColor1, 200.0f, 255.0f, 255.0f);
    VEC_SET(m_vColor2, 40.0f, 50.0f, 50.0f);
    m_fTimeLimit = 0.0f;
    m_fPulse = 0.0f;
}
Пример #9
0
CSnowFX::CSnowFX() : CSpecialFX()
{
	VEC_INIT( m_vDims );
	m_fDensity = 512.0f;
	m_fParticleRadius = 1.0f * 2.0f;
	m_fFallRate = 80.0f;
	m_fTumbleRate = 180.0f / 360.0f;
	m_fTumbleRadius = 5.0f;
	m_fMaxDrawDist = 1024.0f;
	m_fMaxDrawDistSq = 1024.0f * 1024.0f;
	m_nAmbientColor = 0x00ffffff;
	m_bUseLighting = false;
	m_bUseSaturate = true;
	m_hstrTextureName = LTNULL;

	m_nInternalTime = 0;

	m_nNumAirspaces = 0;
	m_pAirspaces = NULL;

	m_bEnabled = true;
	m_fDensityScale = 1.0f;
	m_fParticleSizeScale = 1.0f;

	// allocate a few particles now just to initialize the table so we don't get a possible framerate hitch later
	CSnowFXParticle* tmpParticles;
	if( m_ParticleMgr.AllocateParticles( 10, tmpParticles ) )
		m_ParticleMgr.FreeParticles( tmpParticles );
}
Пример #10
0
PathListData::PathListData()
{
	VEC_INIT(m_vPos);
	m_hstrName			= DNULL;
	m_hstrActionTarget	= DNULL;
	m_hstrActionMessage	= DNULL;
}
Пример #11
0
Explosion::Explosion() : B2BaseClass()
{
	m_hstrSkinName			= DNULL;
	m_hstrModelName			= DNULL;
	m_hstrSound				= DNULL;
	m_fSoundRadius			= 1000.0f;
	m_fDamageRadius			= 200.0f;
	m_fMaxDamage			= 50.0f;
	m_fMinScale				= 0.1f;
	m_fMaxScale				= 1.0f;
	m_fDuration				= 1.5f;
	m_bCreateSmoke			= DTRUE;
	m_hModel				= DNULL;
	m_fLastDamageTime		= 0.0f;

	m_bCreateLight			= DTRUE;
	m_hLight				= DNULL;
	m_hShockwave			= DNULL;
	m_fMinLightRadius		= 100.0f;
	m_fMaxLightRadius		= 300.0f;
	VEC_SET(m_vLightColor, 1.0f, 0.5f, 0.0f);

	m_bCreateShockwave		= DTRUE;
	m_hstrShockwaveSprite	= DNULL;
	VEC_SET(m_vShockwaveScaleMin, 0.1f, 0.1f, 1.0f);
	VEC_SET(m_vShockwaveScaleMax, 1.0f, 1.0f, 1.0f);
	m_fShockwaveDuration	= 0.0f;

	m_bCreateMark			= DFALSE;
	m_bAddSparks			= DFALSE;
	m_fStartTime			= 0.0f;
	m_fDelay				= 0.0f;
	m_bFirstUpdate			= DFALSE;
	VEC_INIT(m_vRotation);
}
Пример #12
0
Body::Body() : Prop()
{
	VEC_INIT(m_vColor);
	VEC_SET(m_vDeathDir, 0.0f, -1.0f, 0.0f);

	m_eDeathType	= CD_NORMAL;
	m_bFirstUpdate	= LTTRUE;
	m_fStartTime	= 0.0f;
	m_eDamageType	= DT_UNSPECIFIED;

	m_eBodyStatePrevious= eBodyStateNormal;
 	m_eModelNodeLastHit = eModelNodeInvalid;
	m_pAttachments  = LTNULL;
    m_hHitBox       = LTNULL;

	m_eBodyState	= eBodyStateNormal;
    m_pState        = LTNULL;

	m_bMoveToFloor	= LTFALSE;

	m_fLifetime		= -1.0f;

	m_hWeaponItem	= LTNULL;

	m_hChecker		= LTNULL;

	m_cSpears		= 0;
	memset(m_ahSpears, 0, sizeof(HOBJECT)*kMaxSpears);
}
Пример #13
0
void Trigger::AttachToObject()
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE || !m_hstrAttachToObject) return;

	char* pObjName = pServerDE->GetStringData(m_hstrAttachToObject);
	if (!pObjName) return;


	// Find object to attach to...

	HOBJECT hObj = DNULL;
	
	ObjectList*	pList = pServerDE->FindNamedObjects(pObjName);
	if (!pList) return;

	if (pList->m_pFirstLink)
	{
		hObj = pList->m_pFirstLink->m_hObject;
	}

	if (!hObj) return;
	
	DVector vOffset;
	VEC_INIT(vOffset);

	DRotation rOffset;
	ROT_INIT(rOffset);

	HATTACHMENT hAttachment;
	pServerDE->CreateAttachment(hObj, m_hObject, DNULL, &vOffset, &rOffset, &hAttachment);
}
Пример #14
0
CPlayerObj* CTO2GameServerShell::CreatePlayer(HCLIENT hClient, ModelId ePlayerModelId )
{
	ObjectCreateStruct theStruct;
	INIT_OBJECTCREATESTRUCT(theStruct);

    theStruct.m_Rotation.Init();
	VEC_INIT(theStruct.m_Pos);
	theStruct.m_Flags = 0;

    HCLASS hClass = g_pLTServer->GetClass("CPlayerObj");

	GameStartPoint* pStartPoint = FindStartPoint(LTNULL);
	if (pStartPoint)
	{
		g_pLTServer->GetObjectPos(pStartPoint->m_hObject, &(theStruct.m_Pos));
	}

	CPlayerObj* pPlayer = NULL;
	if (hClass)
	{
		theStruct.m_UserData = ePlayerModelId; //pStartPoint->GetPlayerModelId();
        pPlayer = (CPlayerObj*) g_pLTServer->CreateObject(hClass, &theStruct);
	}

	return pPlayer;
}
Пример #15
0
bool test_vector()
{
    Vector init;
    bool test_result = true; // true == passed
    
    init.v[0] = 0.0f;
    
    VEC_INIT(init);
    
    CHECK(init.v[0] == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.v[1] == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.v[2] == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.v[3] == 0.0f, "test_vector: INIT failed\n");

    CHECK(init.vec.x == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.vec.y == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.vec.z == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.vec.w == 0.0f, "test_vector: INIT failed\n");
    
    CHECK(init.col.r == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.col.g == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.col.b == 0.0f, "test_vector: INIT failed\n");
    CHECK(init.col.a == 0.0f, "test_vector: INIT failed\n");
    
    init.v[0] = 1.0f;
    init.v[1] = 2.0f;
    init.v[2] = 3.0f;
    init.v[3] = 4.0f;
    
    CHECK(init.vec.x == 1.0f, "test_vector: union test failed\n");
    CHECK(init.vec.y == 2.0f, "test_vector: union test failed\n");
    CHECK(init.vec.z == 3.0f, "test_vector: union test failed\n");
    CHECK(init.vec.w == 4.0f, "test_vector: union test failed\n");
    
    CHECK(init.col.r == 1.0f, "test_vector: union test failed\n");
    CHECK(init.col.g == 2.0f, "test_vector: union test failed\n");
    CHECK(init.col.b == 3.0f, "test_vector: union test failed\n");
    CHECK(init.col.a == 4.0f, "test_vector: union test failed\n");
    
    VEC_ASSIGN(init, 5.0f, 6.0f, 7.0f, 8.0f);
    
    CHECK(init.v[0] == 5.0f, "test_vector: VEC_ASSIGN failed\n");
    CHECK(init.v[1] == 6.0f, "test_vector: VEC_ASSIGN failed\n");
    CHECK(init.v[2] == 7.0f, "test_vector: VEC_ASSIGN failed\n");
    CHECK(init.v[3] == 8.0f, "test_vector: VEC_ASSIGN failed\n");
    
    Vector second;
    VEC_ASSIGN(second, 9.0f, 10.0f, 11.0f, 12.0f);
    
    Vector result;
    VEC_ADD(result, init, second);
    
    CHECK(result.v[0] == 14.0f, "test_vector: VEC_ADD failed\n");
    CHECK(result.v[1] == 16.0f, "test_vector: VEC_ADD failed\n");
    CHECK(result.v[2] == 18.0f, "test_vector: VEC_ADD failed\n");
    CHECK(result.v[3] == 20.0f, "test_vector: VEC_ADD failed\n");
    
    return test_result;
}
Пример #16
0
VolumeBrush::VolumeBrush() : GameBase(OT_CONTAINER)
{
	m_nSfxMsgId			= SFX_VOLUMEBRUSH_ID;
	m_dwSaveFlags		= 0;
	m_eContainerCode	= CC_VOLUME;
	m_fDamage			= 0.0f;
	m_eDamageType		= DT_UNSPECIFIED;
    m_bShowSurface      = LTTRUE;
	m_fSurfaceHeight	= 5.0f;
	m_fViscosity		= 0.0f;
	m_fFriction			= 1.0f;
    m_hSurfaceObj       = LTNULL;
    m_bHidden           = LTFALSE;
	m_fGravity			= LIQUID_GRAVITY;
	m_nSoundFilterId	= 0;
	m_bCanPlayMoveSnds	= LTTRUE;

	VEC_INIT(m_vLastPos);
	VEC_INIT(m_vCurrent);
	VEC_SET(m_vTintColor, 255.0f, 255.0f, 255.0f);
	VEC_INIT(m_vLightAdd);

    m_bFogEnable    = LTFALSE;
	m_fFogFarZ		= 300.0f;
	m_fFogNearZ		= -100.0f;
	VEC_INIT(m_vFogColor);

	// Surface related stuff...

	m_fXScaleMin = 15.0f;
	m_fXScaleMax = 25.0f;
	m_fYScaleMin = 15.0f;
	m_fYScaleMax = 25.0f;
	m_fXScaleDuration = 10.0f;
	m_fYScaleDuration = 10.0f;
    m_hstrSurfaceSprite = LTNULL;
	m_dwNumSurfPolies = 160;
	m_fSurfAlpha = 0.7f;
    m_bAdditive = LTFALSE;
    m_bMultiply = LTFALSE;

	VEC_SET(m_vSurfaceColor1, 255.0f, 255.0f, 255.0f);
	VEC_SET(m_vSurfaceColor2, 255.0f, 255.0f, 255.0f);

	m_dwFlags = FLAG_CONTAINER | FLAG_TOUCH_NOTIFY | FLAG_GOTHRUWORLD | FLAG_FORCECLIENTUPDATE;
}
LTBOOL CBaseParticleSystemFX::Init(SFXCREATESTRUCT* psfxCreateStruct)
{
    if (!CSpecialFX::Init(psfxCreateStruct)) return LTFALSE;

	m_basecs		= *((BPSCREATESTRUCT*)psfxCreateStruct);

	m_fGravity		= PSFX_DEFAULT_GRAVITY;
	m_fRadius		= PSFX_DEFAULT_RADIUS;
	m_dwFlags		= 0;
	m_pTextureName	= "SFX\\Particle\\particle.dtx";

	VEC_INIT(m_vPos);
	VEC_INIT(m_vPosOffset);
	VEC_INIT(m_vVel);
    m_rRot.Init();

    return LTTRUE;
}
Пример #18
0
GameStartPoint::GameStartPoint() : StartPoint()
{ 
	m_bMultiplayer			= DFALSE; 
	m_hstrName				= DNULL;
	VEC_INIT(m_vPitchYawRoll);
	m_hstrTriggerTarget		= DNULL;
	m_hstrTriggerMessage	= DNULL;
	m_nTeamID               = 0;
}
Пример #19
0
void UndeadGideon::MC_Jump()
{
	DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y);
	DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0;

    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_JUMP)
    {
        SetAnimation(m_pAnim_Sound->m_nAnim_JUMP[TYPE_MELEE]);

        m_pServerDE->SetModelLooping(m_hObject, DFALSE);

		DVector vVel;

		vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed;
		vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 3;
		vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 3;

		Move(vVel, MATH_EPSILON);

		m_nCurMetacmd = MC_JUMP;
        m_bAnimating = DTRUE; 
    }
    else
    {        
		CollisionInfo collisionInfo;
		DVector vVel;

		m_pServerDE->GetVelocity(m_hObject,&vVel);
		vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 3;
		vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 3;
		Move(vVel, MATH_EPSILON);

		m_pServerDE->GetStandingOn(m_hObject, &collisionInfo);

		if (collisionInfo.m_hObject)
		{
			DVector vVel;
			VEC_INIT(vVel);

			Move(vVel, MATH_EPSILON);

			HCLASS hClass = m_pServerDE->GetObjectClass(m_hObject);

			if (!m_pServerDE->IsKindOf(hClass,m_pServerDE->GetClass("CBaseCharacter")))
			{
				m_bAnimating = DFALSE; 
				Metacmd++;
			}
			else
			{
				m_nCurMetacmd = 999;
			}
		}
    }               
	
    return;
}
Пример #20
0
VolumeBrush::VolumeBrush() : B2BaseClass(OT_CONTAINER)
{
    m_hPlayerClass		= DNULL;
    m_dwSaveFlags		= 0;
    m_eContainerCode	= CC_NOTHING;
    m_fDamage			= 0.0f;
    m_nDamageType		= DAMAGE_TYPE_NORMAL;
    m_bShowSurface		= DTRUE;
    m_fSurfaceHeight	= 2.0f;
    m_fSurfaceAlpha		= 0.7f;
    m_fViscosity		= 0.0f;
    m_hSurfaceObj		= DNULL;
    m_bHidden			= DFALSE;
    m_fGravity			= LIQUID_GRAVITY;
    m_fLastDamageTime	= 0.0f;

    VEC_INIT(m_vLastPos);
    VEC_INIT(m_vCurrent);

    m_bFogEnable	= DFALSE;
    m_fFogFarZ		= 300.0f;
    m_fFogNearZ		= -100.0f;
    VEC_INIT(m_vFogColor);

    // Surface related stuff...

    m_fXScaleMin = 15.0f;
    m_fXScaleMax = 25.0f;
    m_fYScaleMin = 15.0f;
    m_fYScaleMax = 25.0f;
    m_fXScaleDuration = 10.0f;
    m_fYScaleDuration = 10.0f;
    m_hstrSurfaceSprite = DNULL;

    m_dwNumSurfacePolies = 160;

    VEC_SET(m_vSurfaceColor1, 255.0f, 255.0f, 255.0f);
    VEC_SET(m_vSurfaceColor2, 255.0f, 255.0f, 255.0f);

    m_dwFlags = FLAG_TOUCH_NOTIFY | FLAG_FULLPOSITIONRES | FLAG_GOTHRUWORLD | FLAG_FORCECLIENTUPDATE;
    m_bLocked = DFALSE;
    m_bUnlockKeyRemove = DFALSE;
    m_hstrKeyName = DNULL;
}
Пример #21
0
///<summary>
/// Sets up the upgrade attack button based on the data specified ...
///</summary>
static void setupUpgradeAttackButton(GameMenuInfo &gameMenu, LevelInfo *levelInfo)
{
    std::stringstream attackCost;
    attackCost << gAttackCost;
    GameButton upAttackButton;
    upAttackButton.ID = ATTACK_BUTTON;
    GameMenuMethodsSetupButton(VEC_INIT(1.1f, -0.4f, 4.9f), levelInfo, &upAttackButton, 1.2f, DEFAULT_TEXT_HEIGHT, attackCost.str());
    gameMenu.ButtonList.erase(ATTACK_BUTTON);
    gameMenu.ButtonList[ATTACK_BUTTON] = upAttackButton;
}
Пример #22
0
ParticleSystem::ParticleSystem() : CClientSFX()
{ 
	m_dwFlags				= 0;
	m_fBurstWait			= 0.0f;
	m_fParticlesPerSecond	= 0.0f;
	m_fEmissionRadius		= 0.0f;
	m_fMinimumVelocity		= 0.0f;
	m_fMaximumVelocity		= 0.0f;
	m_fVelocityOffset		= 0.0f;
	m_fParticleLifetime		= 0.0f;
	m_fRadius				= 1000.0f;
	m_fGravity				= -500.0f;
	m_fRotationVelocity		= 0.0f;
	m_hstrTextureName		= DNULL;
	m_bStatic				= DTRUE;

	VEC_INIT(m_vColor1);
	VEC_INIT(m_vColor2);
}
Пример #23
0
///<summary>
/// Sets up the upgrade weapon button based on the data specified ...
///</summary>
static void setupUpgradeWeaponButton(GameMenuInfo &gameMenu, LevelInfo *levelInfo)
{
    std::stringstream projectileCost;
    projectileCost << gProjectileCost;
    GameButton upWeaponButton;
    upWeaponButton.ID = PROJECTILE_BUTTON;
    GameMenuMethodsSetupButton(VEC_INIT(1.1f, -0.9f, 4.9f), levelInfo, &upWeaponButton, 1.2f, DEFAULT_TEXT_HEIGHT, projectileCost.str());
    gameMenu.ButtonList.erase(PROJECTILE_BUTTON);
    gameMenu.ButtonList[PROJECTILE_BUTTON] = upWeaponButton;
}
Пример #24
0
CShellCasingFX::CShellCasingFX()
{
	ROT_INIT(m_rRot);
	VEC_INIT(m_vStartPos);
		
	m_fExpireTime	= 0.0f;
    m_bInVisible	= DTRUE;
	m_bResting		= DFALSE;
	m_nBounceCount	= 2;	// Set maximum bounces
	m_bLeftHanded	= DFALSE;
}
Пример #25
0
DVector CMovement::FindTurn(DVector vStart, DVector vTestDir, DVector vMoveDir, DFLOAT fMoveLen, 
							DFLOAT fTestLen)
{
	DVector vFinal,vCurPos;
	DBOOL	bStop = DTRUE;
	DFLOAT fMaxDist = 0.0f;

	VEC_INIT(vFinal);
	VEC_COPY(vCurPos, vStart);

	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE) return vFinal;

	IntersectQuery IQuery;
	IntersectInfo IInfo;

	IQuery.m_Flags	  = INTERSECT_OBJECTS | IGNORE_NONSOLID;
	IQuery.m_FilterFn = DNULL;

	VEC_COPY(IQuery.m_From,vStart);
	VEC_COPY(IQuery.m_Direction,vMoveDir);

	//find maximum searchable distance in vMoveDir
	if(pServerDE->CastRay(&IQuery,&IInfo))
	{
		fMaxDist = VEC_DIST(vStart,IInfo.m_Point);
	}

	//loop til we find a spot to turn
	for(float fDist = 0.0f; !((fDist + fMoveLen) >= fMaxDist); fDist += fMoveLen)
	{
		VEC_ADDSCALED(vCurPos, vCurPos, vMoveDir, fMoveLen);

		VEC_COPY(IQuery.m_From,vCurPos);
		VEC_ADDSCALED(IQuery.m_To,vCurPos, vTestDir, fTestLen);

		if(!pServerDE->IntersectSegment(&IQuery, &IInfo))
		{
			VEC_ADDSCALED(vFinal, vCurPos, vMoveDir, fMoveLen);
			return vFinal;
		}
	}

	if(m_nNumPoints >= 10 || (VEC_DIST(vCurPos,vStart) <= 0.0))
		return vCurPos;

	//we can't turn here so we add to list and keep searching in new direction
	AddPosToPathList(vCurPos);

	DVector vNewMoveDir;
	VEC_MULSCALAR(vNewMoveDir, vTestDir, -1.0f);

	return FindTurn(vCurPos, vMoveDir, vNewMoveDir, fMoveLen, (fMaxDist - fDist) + 1.0f);
}
Пример #26
0
CRainFX::CRainFX() : CBaseParticleSystemFX()
{
	m_bFirstUpdate			= DTRUE;
	m_nParticlesAdded		= 0;
	m_fTimeLen				= 0.0f;
	m_fLastTime				= 0.0f;
	m_fNextUpdate			= 0.01f;
	m_dwFlags				= 0;
	m_fLifetime				= 1.0f;
	m_fAreaDensity			= 0.0f;
	m_bGravity				= DTRUE;
	m_fSpread				= 0.0f;
	m_fTimeLimit			= 0.0f;

	VEC_SET(m_vColor1, 200, 255, 255);
	VEC_SET(m_vColor2, 40, 50, 50);
/*
	VEC_SET(m_vColor[0], 255, 255, 255);
	VEC_SET(m_vColor[1], 200, 200, 200);
	VEC_SET(m_vColor[2], 150, 150, 150);
	VEC_SET(m_vColor[3], 100, 100, 100);
	VEC_SET(m_vColor[4], 50, 50, 50);
	VEC_SET(m_vColor[5], 50, 50, 50);
*/
	VEC_INIT(m_vMinOffset);
	VEC_INIT(m_vMaxOffset);
	VEC_INIT(m_vMinVel);
	VEC_INIT(m_vMaxVel);
	VEC_INIT(m_vDims);
	VEC_INIT(m_vDirection);
}
Пример #27
0
Файл: demo.c Проект: icewwn/riff
int main(int argc, char * argv[]){
    riff_result_t res;
    int argi = 1;
    VEC_INIT(skipv);
    VEC_INIT(readv);
    VEC_INIT(stopv);

    while(argc > argi) {
        if(0 == strcmp(argv[argi], "-h") || 0 == strcmp(argv[argi], "--help")) {
            printf(
                "USAGE: %s [FLAGS]\n"
                "Reads RIFF file from standard input\n"
                "FLAGS:\n"
                "  -h (--help)         Print this message\n"
                "  -s (--skip) fourcc  Skip chunk with this fourcc\n"
                "  -r (--read) fourcc  Read chunk with this fourcc\n"
                "  -p (--stop) fourcc  Stop on chunk with this fourcc\n"
                , argv[0]);
            return 0;
        } else if(0 == strcmp(argv[argi], "-s") || 0 == strcmp(argv[argi], "--skip")) {
            argi++;
            VEC_PUSH(skipv, FOURCC(argv[argi]));
            argi++;
        } else if(0 == strcmp(argv[argi], "-r") || 0 == strcmp(argv[argi], "--read")) {
            argi++;
            VEC_PUSH(readv, FOURCC(argv[argi]));
            argi++;
        } else if(0 == strcmp(argv[argi], "-p") || 0 == strcmp(argv[argi], "--stop")) {
            argi++;
            VEC_PUSH(stopv, FOURCC(argv[argi]));
            argi++;
        }
    }

    res = riff_readfile(stdin, chunk_cb, err_cb, NULL);
    printf("%d\n", res);
    return 0;
}
Пример #28
0
DBOOL CBaseParticleSystemFX::Init(SFXCREATESTRUCT* psfxCreateStruct)
{
	if (!CSpecialFX::Init(psfxCreateStruct)) return DFALSE;

	m_fGravity		= PSFX_DEFAULT_GRAVITY; 
	m_fRadius		= PSFX_DEFAULT_RADIUS;
	m_dwFlags		= 0;
	m_pTextureName	= "SpecialFX\\ParticleTextures\\particle.dtx";

	VEC_INIT(m_vPos);
	ROT_INIT(m_rRot);

	return DTRUE;
}
Пример #29
0
SoccerBall::SoccerBall() : B2BaseClass( OT_MODEL )
{
	m_bOnGround = DFALSE;
	m_fLastTimeOnGround = 0.0f;
	m_fLastBounceTime = 0.0f;
	m_bBounced = DFALSE;
	VEC_INIT( m_vLastPos );
	VEC_SET( m_vLastNormal, 0.0f, 1.0f, 0.0f );
	m_hLastPlayer = DNULL;
//	m_hLight = DNULL;
//	m_hLightAttachment = DNULL;
	m_bMadeGoal = DFALSE;
	m_fRespawnTime = g_pServerDE->GetTime( ) + BALLRESPAWNTIME;
}
Пример #30
0
CScatterFX::CScatterFX() : CSpecialFX()
{
	VEC_INIT( m_vDims );
	m_nBlindDataIndex = 0xffffffff;
	m_fHeight = 64.0f;
	m_fWidth = 64.0f;
	m_fMaxScale = 1.0f;
	m_fTilt = 30.0f;
	m_fWaveRate = 90.0f;
	m_fWaveDist = 10.0f;
	m_fMaxDrawDist = 1024.0f;
	m_fMaxDrawDistSq = 1024.0f * 1024.0f;
	m_hstrTextureName = LTNULL;
	m_bUseSaturate = true;

	VEC_INIT( m_vCamPos );
	m_nInternalTime = 0;

	m_nNumSubVolumes = 0;
	m_pSubVolumes = NULL;

	m_bEnabled = true;
}