mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 21:23:46 +00:00
102 lines
3.7 KiB
C#
102 lines
3.7 KiB
C#
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// This file contains script methods unique to the WheeledVehicle class. All
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// other necessary methods are contained in "../server/scripts/vehicle.cs" in
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// which the "generic" Vehicle class methods that are shared by all vehicles,
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// (flying, hover, and wheeled) can be found.
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// Parenting is in place for WheeledVehicleData to VehicleData. This should
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// make it easier for people to simply drop in new (generic) vehicles. All that
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// the user needs to create is a set of datablocks for the new wheeled vehicle
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// to use. This means that no (or little) scripting should be necessary.
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function WheeledVehicleData::onAdd(%this, %obj)
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{
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Parent::onAdd(%this, %obj);
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// Setup the car with some tires & springs
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for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
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{
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%obj.setWheelTire(%i, DefaultCarTire);
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%obj.setWheelSpring(%i, DefaultCarSpring);
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%obj.setWheelPowered(%i, false);
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}
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// Steer with the front tires
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%obj.setWheelSteering(0, 1);
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%obj.setWheelSteering(1, 1);
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// Only power the two rear wheels... assuming there are only 4 wheels.
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%obj.setWheelPowered(2, true);
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%obj.setWheelPowered(3, true);
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}
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function WheeledVehicleData::onCollision(%this, %obj, %col, %vec, %speed)
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{
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// Collision with other objects, including items
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}
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// Used to kick the players out of the car that your crosshair is over
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function serverCmdcarUnmountObj(%client, %obj)
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{
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%obj.unmount();
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%obj.setControlObject(%obj);
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%ejectpos = %obj.getPosition();
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%ejectpos = VectorAdd(%ejectpos, "0 0 5");
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%obj.setTransform(%ejectpos);
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%ejectvel = %obj.mVehicle.getVelocity();
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%ejectvel = VectorAdd(%ejectvel, "0 0 10");
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%ejectvel = VectorScale(%ejectvel, %obj.getDataBlock().mass);
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%obj.applyImpulse(%ejectpos, %ejectvel);
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}
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// Used to flip the car over if it manages to get stuck upside down
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function serverCmdflipCar(%client)
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{
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%car = %client.player.getControlObject();
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if (%car.getClassName() $= "WheeledVehicle")
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{
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%carPos = %car.getPosition();
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%carPos = VectorAdd(%carPos, "0 0 3");
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%car.setTransform(%carPos SPC "0 0 1 0");
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}
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}
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function serverCmdsetPlayerControl(%client)
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{
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%client.setControlObject(%client.player);
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}
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function serverCmddismountVehicle(%client)
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{
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%car = %client.player.getControlObject();
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%passenger = %car.getMountNodeObject(0);
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%passenger.getDataBlock().doDismount(%passenger, true);
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%client.setControlObject(%client.player);
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}
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