Пример #1
0
void process_entity_smoke_list_creation (void)
{
	
	comms_entity_smoke_list_creation_type
		*this_smoke_list_creation;

	while (entity_smoke_list_creation)
	{

		this_smoke_list_creation = entity_smoke_list_creation;

		ASSERT (this_smoke_list_creation->en);

		attach_local_meta_smoke_lists_to_object (this_smoke_list_creation->en,
																this_smoke_list_creation->meta_smoke_type,
																this_smoke_list_creation->attachment_point,
																this_smoke_list_creation->entity_index_list);

		if (get_local_entity_int_value (this_smoke_list_creation->en, INT_TYPE_MOBILE_MOVING))
		{

			set_infinite_smoke_list_generating_state (this_smoke_list_creation->en, ENTITY_SUB_TYPE_EFFECT_SMOKE_LIST_VEHICLE_WAKE, INFINITE_SMOKE_ON);
		}
		else
		{
			set_infinite_smoke_list_generating_state (this_smoke_list_creation->en, ENTITY_SUB_TYPE_EFFECT_SMOKE_LIST_VEHICLE_WAKE, INFINITE_SMOKE_OFF);
		}

		free_mem (this_smoke_list_creation);

		entity_smoke_list_creation = entity_smoke_list_creation->next;
	}
}
Пример #2
0
static void set_local_int_value (entity *en, int_types type, int value)
{
	vehicle
		*raw;

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_INT_VALUE, en, type, value);

	#endif

	raw = (vehicle *) get_local_entity_data (en);

	switch (type)
	{
		////////////////////////////////////////
		case INT_TYPE_CPG_IDENTIFIED:
		////////////////////////////////////////
		{
			raw->cpg_identified = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_DAMAGE_LEVEL:
		////////////////////////////////////////
		{
			raw->damage_level = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_FORMATION_POSITION:
		////////////////////////////////////////
		{
			raw->formation_position = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_GROUP_MEMBER_NUMBER:
		////////////////////////////////////////
		{
			ASSERT (value >= 0);

			ASSERT (value < (1 << NUM_GROUP_MEMBER_NUMBER_BITS));

			raw->group_member_number = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_GUNSHIP_RADAR_LOS_CLEAR:
		////////////////////////////////////////
		{
			raw->gunship_radar_los_clear = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_ID_NUMBER:
		////////////////////////////////////////
		{
			raw->id_number = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_ID_NUMBER_SIGNIFICANT_DIGITS:
		////////////////////////////////////////
		{
			raw->id_number_significant_digits = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_LIGHTS_ON:
		////////////////////////////////////////
		{
			raw->lights_on = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_LOS_TO_TARGET:
		////////////////////////////////////////
		{
			raw->los_to_target = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_OBJECT_3D_SHAPE:
		////////////////////////////////////////
		{
			raw->object_3d_shape = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_OPERATIONAL_STATE:
		////////////////////////////////////////
		{

			int
				state1,
				state2;

			day_segment_types
				day_segment_type;

			state1 = get_local_entity_int_value (en, INT_TYPE_MOBILE_MOVING);

			raw->operational_state = value;

			state2 = get_local_entity_int_value (en, INT_TYPE_MOBILE_MOVING);

			if ((state1 == FALSE) && (state2 == TRUE))
			{
				//
				// wasn't moving, but is now
				//

				// vehicle wakes
				set_infinite_smoke_list_generating_state (en, ENTITY_SUB_TYPE_EFFECT_SMOKE_LIST_VEHICLE_WAKE, INFINITE_SMOKE_ON);

				// lights
				day_segment_type = (day_segment_types) get_local_entity_int_value (get_session_entity (), INT_TYPE_DAY_SEGMENT_TYPE);

				if ((day_segment_type == DAY_SEGMENT_TYPE_NIGHT) || (day_segment_type == DAY_SEGMENT_TYPE_DUSK))
				{
					set_vehicle_headlight_state (en, ON);
				}

				// weapons
				if (get_comms_model () == COMMS_MODEL_SERVER)
				{
					set_client_server_entity_int_value (en, INT_TYPE_SELECTED_WEAPON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON);
				}

				// sound effects
				pause_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING1, 0.5);

				resume_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING2);
			}
			else if ((state1 == TRUE) && (state2 == FALSE))
			{
				//
				// was moving, but isn't anymore
				//

				set_infinite_smoke_list_generating_state (en, ENTITY_SUB_TYPE_EFFECT_SMOKE_LIST_VEHICLE_WAKE, INFINITE_SMOKE_OFF);

				set_vehicle_headlight_state (en, OFF);

				pause_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING2, 0.5);

				resume_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING1);
			}

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_SELECTED_WEAPON:
		////////////////////////////////////////
		{
			//
			// stop continuous sound effect
			//

			if (raw->selected_weapon != value)
			{
				pause_local_continuous_weapon_sound_effect (en, raw->selected_weapon);
			}

			raw->selected_weapon = value;

			raw->weapon_burst_timer = 0.0;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_SELECTED_WEAPON_SYSTEM_READY:
		////////////////////////////////////////
		{
			raw->selected_weapon_system_ready = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_WEAPON_AND_TARGET_VECTORS_VALID:
		////////////////////////////////////////
		{
			raw->weapon_and_target_vectors_valid = value;

			break;
		}
		////////////////////////////////////////
		case INT_TYPE_WEAPON_CONFIG_TYPE:
		////////////////////////////////////////
		{
			raw->weapon_config_type = (weapon_config_types) value;

			load_local_entity_weapon_config (en);

			break;
		}
		////////////////////////////////////////
		default:
		////////////////////////////////////////
		{
			debug_fatal_invalid_int_type (en, type);

			break;
		}
	}
}