DBOOL CLaserBeamFX::CreateObject(CClientDE *pClientDE) { if (!pClientDE ) return DFALSE; m_pClientDE = pClientDE; ObjectCreateStruct ocStruct; INIT_OBJECTCREATESTRUCT(ocStruct); ocStruct.m_ObjectType = OT_MODEL; ocStruct.m_Flags = FLAG_VISIBLE; if(m_hstrModel) _mbscpy((unsigned char*)ocStruct.m_Filename, (const unsigned char*)m_hstrModel); else _mbscpy((unsigned char*)ocStruct.m_Filename, (const unsigned char*)"Models\\Ammo\\beam.abc"); if(m_hstrTexture) _mbscpy((unsigned char*)ocStruct.m_SkinName, (const unsigned char*)m_hstrTexture); else _mbscpy((unsigned char*)ocStruct.m_SkinName, (const unsigned char*)"Skins\\Ammo\\beamred.dtx"); m_hObject = pClientDE->CreateObject(&ocStruct); // Gouraud shade and make full bright... DDWORD dwFlags = pClientDE->GetObjectFlags(m_hObject); pClientDE->SetObjectFlags(m_hObject, dwFlags | FLAG_MODELGOURAUDSHADE | FLAG_NOLIGHT); DFLOAT r, g, b, a; pClientDE->GetObjectColor(m_hObject, &r, &g, &b, &a); m_pClientDE->SetObjectColor(m_hObject, r, g, b, m_fAlpha); return DTRUE; }
GremlinAI::GremlinAI() : AI_Mgr() { m_fHearingDist = 2000.0f; m_fSensingDist = 300.0f; m_fSmellingDist = 1200.0f; m_fSeeingDist = 700.0f; m_fWalkSpeed = 320.0f; m_fRunSpeed = 640.0f; m_fRollSpeed = 320.0f; m_fJumpSpeed = 640.0f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SHIKARI_CLAW" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"ROCK" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_JUMP | FLAG_NOAMMOCOLLECT; m_bCabal = DFALSE; // [blg] m_fAIHitPoints = 65; m_fAIRandomHP = 0; m_fAIArmorPoints = 0; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); }
DeathShroud::DeathShroud() : AI_Mgr() { m_fHearingDist = 3000.0f; m_fSensingDist = 3000.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 3000.0f; m_fWalkSpeed = 100.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SKULL"); m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = 0; m_bCabal = DFALSE; // [blg] m_fAIHitPoints = 800; m_fAIRandomHP = 00; m_fAIArmorPoints = 200; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); }
DDWORD OpheliaREV::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData) { switch(messageID) { case MID_PRECREATE: { // Need to call base class to have the object name read in before // we set the skin/filename... DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData); ObjectCreateStruct* pStruct = (ObjectCreateStruct*)pData; if (pStruct) { _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)"Models\\Characters\\ophelia.abc"); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)"Skins\\Characters\\ophrev.dtx"); } return dwRet; } break; case MID_INITIALUPDATE: { FirstUpdate(); } break; default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); }
DBOOL CShellCasingFX::CreateObject(CClientDE *pClientDE) { if (!CSpecialFX::CreateObject(pClientDE)) return DFALSE; char* pModelName = DNULL; char* pSkinName = DNULL; if (!GetFileNames(&pModelName, &pSkinName)) return DFALSE; if (!pModelName || !pSkinName) return DFALSE; // Setup the shell... ObjectCreateStruct createStruct; INIT_OBJECTCREATESTRUCT(createStruct); createStruct.m_ObjectType = OT_MODEL; createStruct.m_Flags = 0; _mbscpy((unsigned char*)createStruct.m_Filename, (const unsigned char*)pModelName); _mbscpy((unsigned char*)createStruct.m_SkinName, (const unsigned char*)pSkinName); VEC_COPY(createStruct.m_Pos, m_vStartPos); ROT_COPY(createStruct.m_Rotation, m_rRot); m_hObject = pClientDE->CreateObject(&createStruct); if (!m_hObject) return DFALSE; m_pClientDE->SetObjectScale(m_hObject, &m_vScale); DVector vU, vR, vF; pClientDE->GetRotationVectors(&m_rRot, &vU, &vR, &vF); DVector vVel; if(m_bLeftHanded) VEC_NEGATE(vR, vR); DFLOAT fUpVel = GetRandom(60.0f, 90.0f); VEC_MULSCALAR(vU, vU, fUpVel); DFLOAT fRightVel = GetRandom(50.0f, 70.0f); VEC_MULSCALAR(vR, vR, fRightVel); DFLOAT fForwardVel = GetRandom(10.0f, 25.0f); VEC_MULSCALAR(vF, vF, fForwardVel); VEC_ADD(vVel, vU, vR); VEC_ADD(vVel, vVel, vF); InitMovingObject(&m_movingObj, &m_vStartPos, &vVel);; m_movingObj.m_PhysicsFlags |= MO_HALFGRAVITY; m_fExpireTime = 20.0f + m_pClientDE->GetTime(); // Set the pitch velocity m_fPitchVel = GetRandom(-MATH_CIRCLE * 2, MATH_CIRCLE * 2); m_fYawVel = GetRandom(-MATH_CIRCLE * 2, MATH_CIRCLE * 2); m_fPitch = m_fYaw = 0.0f; return DTRUE; }
void GremlinAI::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models_ao\\Enemies_ao\\Gremlin.abc"; char* pSkin = "Skins_ao\\Enemies_ao\\Gremlin.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); }
void DeathShroud::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\DeathShroud.abc"; char* pSkin = "Skins\\Enemies\\DeathShroud.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); }
void UndeadGideon::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\Undead_Gideon.abc"; char* pSkin = "Skins\\Enemies\\Undead_Gideon.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); }
void MadScientistAI::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\madscientist.abc"; char* pSkin = "Skins\\Enemies\\madscientist.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); }
BugAI::BugAI() : AI_Mgr() { _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE" ); _mbscpy((unsigned char*)m_szAIBrain, (const unsigned char*)"WEAK" ); _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"MELEE" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_nMoveFlags = 0; }
// Build the array of renderers void CMenuDisplay::BuildRendererArray() { // Clear the current renderer arrays unsigned int i; for (i=0; i < m_rendererArray.GetSize(); i++) { m_rendererArray[i].m_resolutionArray.SetSize(0); } m_rendererArray.SetSize(0); // Build the list of render modes RMode *pRenderModes=m_pClientDE->GetRenderModes(); // Iterate through the list of render modes adding each one to the array RMode *pCurrentMode=pRenderModes; while (pCurrentMode != DNULL) { // Get the index for this renderer int nRenderIndex=GetRendererIndex(pCurrentMode); // Check to see if we need to add this renderer if (nRenderIndex == -1) { MenuDisplayRenderer renderer; renderer.m_bHardware=pCurrentMode->m_bHardware; _mbscpy((unsigned char*)renderer.m_renderDll, (const unsigned char*)pCurrentMode->m_RenderDLL); _mbscpy((unsigned char*)renderer.m_description, (const unsigned char*)pCurrentMode->m_Description); _mbscpy((unsigned char*)renderer.m_internalName, (const unsigned char*)pCurrentMode->m_InternalName); m_rendererArray.Add(renderer); nRenderIndex=m_rendererArray.GetSize()-1; } // Add the display resolutions for this renderer MenuDisplayResolution resolution; resolution.m_dwWidth=pCurrentMode->m_Width; resolution.m_dwHeight=pCurrentMode->m_Height; resolution.m_dwBitDepth=pCurrentMode->m_BitDepth; m_rendererArray[nRenderIndex].m_resolutionArray.Add(resolution); // Go to the next render mode pCurrentMode=pCurrentMode->m_pNext; } // Free the linked list of render modes m_pClientDE->RelinquishRenderModes(pRenderModes); // Sort the render resolution based on screen width and height for (i=0; i < m_rendererArray.GetSize(); i++) { SortRenderModes(i); } }
void Naga::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename = "Models\\Enemies\\Naga.abc"; char* pSkin = "Skins\\Enemies\\Naga.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); }
void Explosion::CreateExplosion(DVector *pvPos) { if (!g_pServerDE) return; ObjectCreateStruct ocStruct; INIT_OBJECTCREATESTRUCT(ocStruct); ocStruct.m_Flags = FLAG_VISIBLE; VEC_COPY(ocStruct.m_Pos, *pvPos); // DRotation rRot; // g_pServerDE->GetObjectRotation(m_hObject, &rRot); // ROT_COPY(ocStruct.m_Rotation, rRot); DFLOAT fPitch = g_pServerDE->Random(-MATH_PI, MATH_PI); DFLOAT fYaw = g_pServerDE->Random(-MATH_PI, MATH_PI); DFLOAT fRoll = g_pServerDE->Random(-MATH_PI, MATH_PI); g_pServerDE->SetupEuler(&ocStruct.m_Rotation, fPitch, fYaw, fRoll); if (m_hstrModelName) _mbscpy((unsigned char*)ocStruct.m_Filename, (const unsigned char*)g_pServerDE->GetStringData(m_hstrModelName)); else _mbscpy((unsigned char*)ocStruct.m_Filename, (const unsigned char*)szDefExplosionModel ); if (m_hstrSkinName) _mbscpy((unsigned char*)ocStruct.m_SkinName, (const unsigned char*)g_pServerDE->GetStringData(m_hstrSkinName)); else _mbscpy((unsigned char*)ocStruct.m_SkinName, (const unsigned char*)szDefExplosionSkin ); // Create the explosion model HCLASS hClass = g_pServerDE->GetClass("CModelObject"); if (!hClass) return; CModelObject* pImpact = (CModelObject*)g_pServerDE->CreateObject(hClass, &ocStruct); if (!pImpact) return; // Initialize the object... pImpact->Setup(m_fDuration, &m_vRotation, DFALSE, DTRUE); m_hModel = pImpact->m_hObject; // Gouraud shade and make full bright... DDWORD dwFlags = g_pServerDE->GetObjectFlags(m_hModel); g_pServerDE->SetObjectFlags(m_hModel, dwFlags | FLAG_MODELGOURAUDSHADE | FLAG_NOLIGHT); g_pServerDE->SetObjectColor(m_hModel, 1.0f, 1.0f, 1.0f, 1.0f); if (m_bCreateLight) CreateLight(pvPos); if (m_bCreateShockwave) AddShockwave(pvPos); if (m_bCreateMark) CreateMark(pvPos); if (m_bCreateSmoke) CreateSmoke(pvPos); // CreateFX(pvPos); // Play sound DVector vPos; g_pServerDE->GetObjectPos(m_hObject, &vPos); if ( m_hstrSound ) { char* pSound = g_pServerDE->GetStringData(m_hstrSound); if (pSound) PlaySoundFromPos(&vPos, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_HIGH ); } }
void CultistAI::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename= DNULL; char* pSkin = DNULL; if (m_bClownSkin) { pFilename = "Models\\Enemies\\m_Cultist1.abc"; m_bMale = DTRUE; switch(pServerDE->IntRandom(1,3)) { case 1: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist4.dtx"; break; case 2: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist5.dtx"; break; case 3: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist6.dtx"; break; } } else if (m_bRobeSkin) { pFilename = "Models_ao\\Enemies_ao\\oldschool.abc"; pSkin = "Skins_ao\\Enemies_ao\\oldschool.dtx"; m_bMale = DTRUE; } else if (m_bMale) { pFilename = "Models\\Enemies\\m_Cultist1.abc"; switch(pServerDE->IntRandom(1,3)) { case 1: pSkin = "Skins\\Enemies\\m_Cultist1.dtx"; break; case 2: pSkin = "Skins\\Enemies\\m_Cultist2.dtx"; break; case 3: pSkin = "Skins\\Enemies\\m_Cultist3.dtx"; break; } } else { pFilename = "Models\\Enemies\\f_Cultist1.abc"; switch(pServerDE->IntRandom(1,3)) { case 1: pSkin = "Skins\\Enemies\\f_Cultist1.dtx"; break; case 2: pSkin = "Skins\\Enemies\\f_Cultist2.dtx"; break; case 3: pSkin = "Skins\\Enemies\\f_Cultist3.dtx"; break; } } _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); }
void DefenseGlobeLegs::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\def_bot.abc"; char* pSkin = "Skins\\Enemies\\def_bot.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); pStruct->m_NextUpdate = 0.0f; pStruct->m_Flags = FLAG_VISIBLE | FLAG_SOLID | FLAG_GRAVITY | FLAG_STAIRSTEP | FLAG_SHADOW; }
void BugAI::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename = "Models\\Enemies\\bug.abc"; char* pSkin = "Skins\\Enemies\\bug.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); pStruct->m_Flags = FLAG_VISIBLE | FLAG_SOLID | FLAG_TOUCH_NOTIFY | FLAG_STAIRSTEP | FLAG_SHADOW | FLAG_MODELKEYS; }
void CProjectile::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; if (m_pProjectileFilename) _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)m_pProjectileFilename); else _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)"Models\\Ammo\\Grenade.abc"); if (m_pProjectileSkin) _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)m_pProjectileSkin); else _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)"Skins\\Ammo\\Grenade.dtx"); pStruct->m_NextUpdate = 0.001f; }
void BugAI::AI_STATE_Idle() { if(ComputeStimuli()) { ComputeState(); m_pServerDE->SetNextUpdate(m_hObject,0.1f); return; } else m_pServerDE->SetNextUpdate(m_hObject,0.2f); switch(Metacmd) { case 1: char szSound[256]; _mbscpy((unsigned char*)szSound, (const unsigned char*)SOUND_IDLE); m_pAnim_Sound->GetSoundPath(szSound,m_pServerDE->IntRandom(1,NUM_BUG_IDLE)); PlayAISound(szSound, 1000.0f); Metacmd++; break; case 2: MC_Idle(); break; case 3: m_fRadsLeft = m_pServerDE->Random(-1.56f,1.56f); Metacmd++; break; case 4: MC_Turn(); break; case 5: MC_Run(); break; case 6: SetNewState(STATE_Idle); break; } return; }
void BugAI::AI_STATE_Escape_RunAway() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { SetNewState(STATE_Idle); return; } switch(Metacmd) { case 1: char szSound[256]; _mbscpy((unsigned char*)szSound, (const unsigned char*)SOUND_FEAR); m_pAnim_Sound->GetSoundPath(szSound,m_pServerDE->IntRandom(1,NUM_BUG_FEAR)); PlayAISound(szSound, 1000.0f); Metacmd++; break; case 2: MC_FaceTarget(); break; case 3: m_fRadsLeft = 3.14f; Metacmd++; break; case 4: MC_Turn(); break; case 5: MC_Run(); break; case 6: ComputeState(); break; } return; }
MadScientistAI::MadScientistAI() : AI_Mgr() { m_fHearingDist = 0.0f; m_fSensingDist = 200.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 1000.0f; m_fWalkSpeed = 75.0f; m_fRunSpeed = 180.0f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = 0; m_bCabal = DTRUE; // [blg] m_fAIHitPoints = 30; m_fAIRandomHP = 0; m_fAIArmorPoints = 0; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); }
direxec::direxec() { _mbscpy(chr_ds_name,(const unsigned char *)"nwn"); errorstate = FALSE; request_counter = 0; sqlerror_counter = 0; }
CivilianAI::CivilianAI() : AI_Mgr() { m_fHearingDist = 2000.0f; m_fSensingDist = 200.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 2000.0f; m_fWalkSpeed = 75.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_ALWAYSRECOIL; m_bMale = DTRUE; m_bCabal = DTRUE; // [blg] m_fAIHitPoints = 30; m_fAIRandomHP = 0; m_fAICharges = 100.0f; //for Coleman's wacky scientist _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); m_bMale = DTRUE; m_bLabTech = DFALSE; m_bScared = DFALSE; m_bSororitySkin = DFALSE; }
// Gets a RMode structure based on a renderer index and a resolution index RMode CMenuDisplay::GetRendererModeStruct(int nRendererIndex, int nResolutionIndex) { // Copy the renderer information from the renderer structure to the temporary RMode structure RMode mode; mode.m_bHardware=m_rendererArray[nRendererIndex].m_bHardware; _mbscpy((unsigned char*)mode.m_RenderDLL, (const unsigned char*)m_rendererArray[nRendererIndex].m_renderDll); _mbscpy((unsigned char*)mode.m_InternalName, (const unsigned char*)m_rendererArray[nRendererIndex].m_internalName); _mbscpy((unsigned char*)mode.m_Description, (const unsigned char*)m_rendererArray[nRendererIndex].m_description); MenuDisplayResolution resolution=m_rendererArray[nRendererIndex].m_resolutionArray[nResolutionIndex]; mode.m_Width=resolution.m_dwWidth; mode.m_Height=resolution.m_dwHeight; mode.m_BitDepth=resolution.m_dwBitDepth; mode.m_pNext=DNULL; return mode; }
Naga::Naga() : AI_Mgr() { m_fHearingDist = 4000.0f; m_fSensingDist = 4000.0f; m_fSmellingDist = 4000.0f; m_fSeeingDist = 4000.0f; m_fWalkSpeed = 0.0f; m_fRunSpeed = 0.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"NAGA_SPIKE" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"NAGA_BLAST" ); _mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"NAGA_DEBRIS" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_ALWAYSCLEAR; m_bCabal = DFALSE; m_iCeilingWhomps = 0; m_damage.SetApplyDamagePhysics(DFALSE); // [blg] m_fAIHitPoints = 10000; m_fAIRandomHP = 0; m_fAIArmorPoints = 1000; m_fFullHealth = 0.0f; m_bCreateHealth = DTRUE; m_bTurning = DFALSE; m_fRadsLeft = 0.0f; m_fRadsTurned = 0.0f; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); }
void FlagStand::PostPropRead(ObjectCreateStruct* pStruct) { // Sanity checks... if (!pStruct) return; // Set the flags we want... pStruct->m_Flags |= /*FLAG_SOLID |*/ FLAG_TOUCH_NOTIFY | FLAG_VISIBLE | FLAG_GRAVITY; pStruct->m_Flags &= ~FLAG_GRAVITY; // (temp) ??? g_pServerDE->SetNextUpdate(m_hObject, 0.001f); // Set the model filename if (m_nTeamID == 1) { char* pFilename = "Models_Multipatch\\flagbase.abc"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); } else if (m_nTeamID == 2) { char* pFilename = "Models_Multipatch\\flagbase.abc"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); } // Set the skin filename if (m_nTeamID == 1) { char* pSkin = "Skins_Multipatch\\flagbaseblue.dtx"; _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } else if (m_nTeamID = 2) { char* pSkin = "Skins_Multipatch\\flagbasered.dtx"; _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } }
void FlagObject::PostPropRead(ObjectCreateStruct* pStruct) { // Sanity checks... if (!pStruct) return; // Set the flags we want... pStruct->m_Flags |= FLAG_TOUCH_NOTIFY | FLAG_VISIBLE; pStruct->m_Flags &= ~FLAG_GRAVITY; g_pServerDE->SetNextUpdate(m_hObject, 0.001f); // Set the model filename if (m_nTeamID == 1) { char* pFilename = "Models\\WorldObjects\\flagblue.abc"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); } else if (m_nTeamID == 2) { char* pFilename = "Models\\WorldObjects\\flagred.abc"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); } // Set the skin filename if (m_nTeamID == 1) { char* pSkin = "Skins\\WorldObjects\\flagblue.dtx"; _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } else if (m_nTeamID = 2) { char* pSkin = "Skins\\WorldObjects\\flagred.dtx"; _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } }
/* * @implemented */ unsigned char * _mbsdup(const unsigned char *_s) { unsigned char *rv; if (_s == 0) return 0; rv = (unsigned char *)malloc(_mbslen(_s) + 1); if (rv == 0) return 0; _mbscpy(rv, _s); return rv; }
OpheliaREV::OpheliaREV() : AI_Mgr() { m_fHearingDist = 1500.0f; m_fSensingDist = 200.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 1500.0f; m_fWalkSpeed = 75.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 105.0f; m_fJumpSpeed = 400.0f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_CRAWL | FLAG_JUMP | FLAG_DODGE; m_bCabal = DTRUE; // [blg] m_fAIHitPoints = 400; m_fAIRandomHP = 0; m_fAIArmorPoints = 400; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"PASSIVE"); _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"TESLA"); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"SNIPER"); m_fAIBullets = 500; m_fAIBMG = 100; m_fAIShells = 150; m_fAIGrenades = 50; m_fAIRockets = 100; m_fAIFlares = 100; m_fAICells = 500; m_fAICharges = 500; m_fAIFuel = 500; }
void SoccerGoal::PostPropRead(ObjectCreateStruct* pStruct) { // Sanity checks... if( !pStruct ) return; _mbscpy(( unsigned char * )pStruct->m_Filename, ( const unsigned char * )pStruct->m_Name ); // Set the flags we want... pStruct->m_Flags = FLAG_TOUCH_NOTIFY; if( m_bBoxPhysics ) pStruct->m_Flags |= FLAG_BOXPHYSICS; }
void CameraObj::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct || !g_pServerDE) return; pStruct->m_Flags = FLAG_FORCECLIENTUPDATE | FLAG_FULLPOSITIONRES | FLAG_GOTHRUWORLD; // See if debug is on if ( g_pServerDE->GetVarValueFloat(g_pServerDE->GetGameConVar("DebugCutScene")) == 1.0f ) { pStruct->m_ObjectType = OT_MODEL; pStruct->m_Flags |= FLAG_VISIBLE; char* pFilename = "Models\\CameraObject.abc"; char* pSkin = "Skins\\CameraObject.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } // Set the Update! pStruct->m_NextUpdate = 0.001f; // m_nType = (DBYTE)pStruct->m_UserData; }