Torque3D/Templates/Modules/FPSGameplay/scripts/server/vehicleWheeled.cs

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This file contains script methods unique to the WheeledVehicle class. All
// other necessary methods are contained in "../server/scripts/vehicle.cs" in
// which the "generic" Vehicle class methods that are shared by all vehicles,
// (flying, hover, and wheeled) can be found.
// Parenting is in place for WheeledVehicleData to VehicleData. This should
// make it easier for people to simply drop in new (generic) vehicles. All that
// the user needs to create is a set of datablocks for the new wheeled vehicle
// to use. This means that no (or little) scripting should be necessary.
function WheeledVehicleData::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
// Setup the car with some tires & springs
for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
{
%obj.setWheelTire(%i, DefaultCarTire);
%obj.setWheelSpring(%i, DefaultCarSpring);
%obj.setWheelPowered(%i, false);
}
// Steer with the front tires
%obj.setWheelSteering(0, 1);
%obj.setWheelSteering(1, 1);
// Only power the two rear wheels... assuming there are only 4 wheels.
%obj.setWheelPowered(2, true);
%obj.setWheelPowered(3, true);
}
function WheeledVehicleData::onCollision(%this, %obj, %col, %vec, %speed)
{
// Collision with other objects, including items
}
// Used to kick the players out of the car that your crosshair is over
function serverCmdcarUnmountObj(%client, %obj)
{
%obj.unmount();
%obj.setControlObject(%obj);
%ejectpos = %obj.getPosition();
%ejectpos = VectorAdd(%ejectpos, "0 0 5");
%obj.setTransform(%ejectpos);
%ejectvel = %obj.mVehicle.getVelocity();
%ejectvel = VectorAdd(%ejectvel, "0 0 10");
%ejectvel = VectorScale(%ejectvel, %obj.getDataBlock().mass);
%obj.applyImpulse(%ejectpos, %ejectvel);
}
// Used to flip the car over if it manages to get stuck upside down
function serverCmdflipCar(%client)
{
%car = %client.player.getControlObject();
if (%car.getClassName() $= "WheeledVehicle")
{
%carPos = %car.getPosition();
%carPos = VectorAdd(%carPos, "0 0 3");
%car.setTransform(%carPos SPC "0 0 1 0");
}
}
function serverCmdsetPlayerControl(%client)
{
%client.setControlObject(%client.player);
}
function serverCmddismountVehicle(%client)
{
%car = %client.player.getControlObject();
%passenger = %car.getMountNodeObject(0);
%passenger.getDataBlock().doDismount(%passenger, true);
%client.setControlObject(%client.player);
}