(Mostly) updated verve implementation.

This commit is contained in:
Areloch 2019-03-07 16:23:41 -06:00
parent e0627973fb
commit 5a7f0f0b23
538 changed files with 68727 additions and 49 deletions

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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.
//-----------------------------------------------------------------------------
// Load up all datablocks. This function is called when
// a server is constructed.
// Do the sounds first -- later scripts/datablocks may need them
exec("./audioProfiles.cs");
// LightFlareData and LightAnimData(s)
exec("./lights.cs");
// Do the various effects next -- later scripts/datablocks may need them
exec("./particles.cs");
exec("./environment.cs");
exec("./triggers.cs");
// Add a rigid example
exec("./rigidShape.cs");
exec("./health.cs");
// Load our supporting weapon datablocks, effects and such. They must be
// loaded before any weapon that uses them.
exec("./weapon.cs");
exec("./weapons/grenadefx.cs");
exec("./weapons/rocketfx.cs");
// Load the weapon datablocks
exec("./weapons/Lurker.cs");
exec("./weapons/Ryder.cs");
exec("./weapons/ProxMine.cs");
exec("./weapons/Turret.cs");
exec("./teleporter.cs");
// Load the default player datablocks
exec("./player.cs");
// Load our other player datablocks
exec("./aiPlayer.cs");
// Load the vehicle datablocks
exec("./vehicles/cheetahCar.cs");
// Load Verve Data.
exec("./verve/VerveActorData.cs");
exec("./verve/VervePathTutorialData.cs");

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//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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.
//-----------------------------------------------------------------------------
function VHumanoidActorData::create( %dataBlock )
{
%actorObject = new VHumanoidActor()
{
dataBlock = %dataBlock;
};
return %actorObject;
}
//-----------------------------------------------------------------------------
datablock VHumanoidActorData( VSoldierActorData )
{
Category = "VActor";
ShapeFile = "data/Verve/art/shapes/actors/Soldier/soldier_rigged.DAE";
};

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//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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.
//-----------------------------------------------------------------------------
datablock StaticShapeData( VervePathTutorial_DoorData )
{
Category = "VerveTutorialData";
shapeFile = "data/Verve/art/shapes/VervePathTutorial/Door.dae";
};
datablock StaticShapeData( VervePathTutorial_ElevatorPlatformData )
{
Category = "VerveTutorialData";
shapeFile = "data/Verve/art/shapes/VervePathTutorial/ElevatorPlatform.dae";
};