Merge pull request #306 from thecelloman/removearmorclass

Removing the Armor script class.
This commit is contained in:
SilentMike 2013-04-04 12:41:22 -07:00
commit 3cec772992
2 changed files with 21 additions and 39 deletions

View file

@ -649,7 +649,6 @@ datablock PlayerData(DefaultPlayerData)
//exitingWater = ExitingWaterLightSound; //exitingWater = ExitingWaterLightSound;
observeParameters = "0.5 4.5 4.5"; observeParameters = "0.5 4.5 4.5";
class = "armor";
cameraMinDist = "0"; cameraMinDist = "0";
DecalData = "PlayerFootprint"; DecalData = "PlayerFootprint";

View file

@ -23,29 +23,12 @@
// Timeouts for corpse deletion. // Timeouts for corpse deletion.
$CorpseTimeoutValue = 45 * 1000; $CorpseTimeoutValue = 45 * 1000;
// // Damage Rate for entering Liquid
// $DamageLava = 0.01;
// $DamageHotLava = 0.01;
// $DamageCrustyLava = 0.01;
// Death Animations
$PlayerDeathAnim::TorsoFrontFallForward = 1;
$PlayerDeathAnim::TorsoFrontFallBack = 2;
$PlayerDeathAnim::TorsoBackFallForward = 3;
$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
$PlayerDeathAnim::TorsoRightSpinDeath = 5;
$PlayerDeathAnim::LegsLeftGimp = 6;
$PlayerDeathAnim::LegsRightGimp = 7;
$PlayerDeathAnim::TorsoBackFallForward = 8;
$PlayerDeathAnim::HeadFrontDirect = 9;
$PlayerDeathAnim::HeadBackFallForward = 10;
$PlayerDeathAnim::ExplosionBlowBack = 11;
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// Armor Datablock methods // Player Datablock methods
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
function Armor::onAdd(%this, %obj) function PlayerData::onAdd(%this, %obj)
{ {
// Vehicle timeout // Vehicle timeout
%obj.mountVehicle = true; %obj.mountVehicle = true;
@ -55,19 +38,19 @@ function Armor::onAdd(%this, %obj)
%obj.setRepairRate(0); %obj.setRepairRate(0);
} }
function Armor::onRemove(%this, %obj) function PlayerData::onRemove(%this, %obj)
{ {
if (%obj.client.player == %obj) if (%obj.client.player == %obj)
%obj.client.player = 0; %obj.client.player = 0;
} }
function Armor::onNewDataBlock(%this, %obj) function PlayerData::onNewDataBlock(%this, %obj)
{ {
} }
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
function Armor::onMount(%this, %obj, %vehicle, %node) function PlayerData::onMount(%this, %obj, %vehicle, %node)
{ {
// Node 0 is the pilot's position, we need to dismount his weapon. // Node 0 is the pilot's position, we need to dismount his weapon.
if (%node == 0) if (%node == 0)
@ -92,7 +75,7 @@ function Armor::onMount(%this, %obj, %vehicle, %node)
} }
} }
function Armor::onUnmount(%this, %obj, %vehicle, %node) function PlayerData::onUnmount(%this, %obj, %vehicle, %node)
{ {
if (%node == 0) if (%node == 0)
{ {
@ -101,9 +84,9 @@ function Armor::onUnmount(%this, %obj, %vehicle, %node)
} }
} }
function Armor::doDismount(%this, %obj, %forced) function PlayerData::doDismount(%this, %obj, %forced)
{ {
//echo("\c4Armor::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")"); //echo("\c4PlayerData::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")");
// This function is called by player.cc when the jump trigger // This function is called by player.cc when the jump trigger
// is true while mounted // is true while mounted
@ -169,7 +152,7 @@ function Armor::doDismount(%this, %obj, %forced)
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
function Armor::onCollision(%this, %obj, %col) function PlayerData::onCollision(%this, %obj, %col)
{ {
if (!isObject(%col) || %obj.getState() $= "Dead") if (!isObject(%col) || %obj.getState() $= "Dead")
return; return;
@ -205,14 +188,14 @@ function Armor::onCollision(%this, %obj, %col)
} }
} }
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen) function PlayerData::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{ {
%obj.damage(0, VectorAdd(%obj.getPosition(), %vec), %vecLen * %this.speedDamageScale, "Impact"); %obj.damage(0, VectorAdd(%obj.getPosition(), %vec), %vecLen * %this.speedDamageScale, "Impact");
} }
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType) function PlayerData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
{ {
if (!isObject(%obj) || %obj.getState() $= "Dead" || !%damage) if (!isObject(%obj) || %obj.getState() $= "Dead" || !%damage)
return; return;
@ -237,7 +220,7 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy
} }
} }
function Armor::onDamage(%this, %obj, %delta) function PlayerData::onDamage(%this, %obj, %delta)
{ {
// This method is invoked by the ShapeBase code whenever the // This method is invoked by the ShapeBase code whenever the
// object's damage level changes. // object's damage level changes.
@ -259,7 +242,7 @@ function Armor::onDamage(%this, %obj, %delta)
// If we want to deal with the damage information that actually caused this // If we want to deal with the damage information that actually caused this
// death, then we would have to move this code into the script "damage" method. // death, then we would have to move this code into the script "damage" method.
function Armor::onDisabled(%this, %obj, %state) function PlayerData::onDisabled(%this, %obj, %state)
{ {
// Release the main weapon trigger // Release the main weapon trigger
%obj.setImageTrigger(0, false); %obj.setImageTrigger(0, false);
@ -293,7 +276,7 @@ function Armor::onDisabled(%this, %obj, %state)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
function Armor::onLeaveMissionArea(%this, %obj) function PlayerData::onLeaveMissionArea(%this, %obj)
{ {
//echo("\c4Leaving Mission Area at POS:"@ %obj.getPosition()); //echo("\c4Leaving Mission Area at POS:"@ %obj.getPosition());
@ -304,7 +287,7 @@ function Armor::onLeaveMissionArea(%this, %obj)
//%obj.setDamageDt(0.2, "MissionAreaDamage"); //%obj.setDamageDt(0.2, "MissionAreaDamage");
} }
function Armor::onEnterMissionArea(%this, %obj) function PlayerData::onEnterMissionArea(%this, %obj)
{ {
//echo("\c4Entering Mission Area at POS:"@ %obj.getPosition()); //echo("\c4Entering Mission Area at POS:"@ %obj.getPosition());
@ -317,19 +300,19 @@ function Armor::onEnterMissionArea(%this, %obj)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
function Armor::onEnterLiquid(%this, %obj, %coverage, %type) function PlayerData::onEnterLiquid(%this, %obj, %coverage, %type)
{ {
//echo("\c4this:"@ %this @" object:"@ %obj @" just entered water of type:"@ %type @" for "@ %coverage @"coverage"); //echo("\c4this:"@ %this @" object:"@ %obj @" just entered water of type:"@ %type @" for "@ %coverage @"coverage");
} }
function Armor::onLeaveLiquid(%this, %obj, %type) function PlayerData::onLeaveLiquid(%this, %obj, %type)
{ {
// //
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
function Armor::onTrigger(%this, %obj, %triggerNum, %val) function PlayerData::onTrigger(%this, %obj, %triggerNum, %val)
{ {
// This method is invoked when the player receives a trigger move event. // This method is invoked when the player receives a trigger move event.
// The player automatically triggers slot 0 and slot one off of triggers # // The player automatically triggers slot 0 and slot one off of triggers #
@ -338,7 +321,7 @@ function Armor::onTrigger(%this, %obj, %triggerNum, %val)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
function Armor::onPoseChange(%this, %obj, %oldPose, %newPose) function PlayerData::onPoseChange(%this, %obj, %oldPose, %newPose)
{ {
// Set the script anim prefix to be that of the current pose // Set the script anim prefix to be that of the current pose
%obj.setImageScriptAnimPrefix( $WeaponSlot, addTaggedString(%newPose) ); %obj.setImageScriptAnimPrefix( $WeaponSlot, addTaggedString(%newPose) );
@ -346,12 +329,12 @@ function Armor::onPoseChange(%this, %obj, %oldPose, %newPose)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
function Armor::onStartSprintMotion(%this, %obj) function PlayerData::onStartSprintMotion(%this, %obj)
{ {
%obj.setImageGenericTrigger($WeaponSlot, 0, true); %obj.setImageGenericTrigger($WeaponSlot, 0, true);
} }
function Armor::onStopSprintMotion(%this, %obj) function PlayerData::onStopSprintMotion(%this, %obj)
{ {
%obj.setImageGenericTrigger($WeaponSlot, 0, false); %obj.setImageGenericTrigger($WeaponSlot, 0, false);
} }