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Add all new AFX files
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121
Engine/source/afx/ce/afxAreaDamage.cpp
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121
Engine/source/afx/ce/afxAreaDamage.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "afx/ce/afxAreaDamage.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxAreaDamageData
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IMPLEMENT_CO_DATABLOCK_V1(afxAreaDamageData);
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ConsoleDocClass( afxAreaDamageData,
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"@brief A datablock that specifies an Area Damage effect.\n\n"
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"An Area Damage effect is useful for assigning area damage with unusual timing that must be synchronized with other "
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"effects. Negative damage amounts can be used for healing effects."
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"\n\n"
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"The primary difference between afxAreaDamageData and afxDamageData, which is also capable of inflicting area damage, "
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"is that afxAreaDamageData effects calculate the area damage in C++ code rather than calling out to the script function "
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"radiusDamage(). In cases where area damage needs to be inflicted repeatedly or in areas crowded with many targets, "
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"afxAreaDamageData is likely to get better performance."
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"\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxAreaDamageData::afxAreaDamageData()
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{
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flavor = ST_NULLSTRING;
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amount = 0;
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radius = 0;
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impulse = 0;
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notify_damage_src = false;
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exclude_cons_obj = false;
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}
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afxAreaDamageData::afxAreaDamageData(const afxAreaDamageData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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flavor = other.flavor;
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amount = other.amount;
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radius = other.radius;
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impulse = other.impulse;
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notify_damage_src = other.notify_damage_src;
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exclude_cons_obj = other.exclude_cons_obj;
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}
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#define myOffset(field) Offset(field, afxAreaDamageData)
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void afxAreaDamageData::initPersistFields()
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{
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addField("flavor", TypeString, myOffset(flavor),
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"An arbitrary string which is passed as an argument to a spell's onDamage() script "
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"method. It is used to classify a type of damage such as 'melee', 'magical', or "
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"'fire'.");
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addField("damage", TypeF32, myOffset(amount),
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"An amount of area damage to inflict on a target. Objects within half the radius "
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"receive full damage which then diminishes out to the full distance of the specified "
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"radius.");
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addField("radius", TypeF32, myOffset(radius),
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"Radius centered at the effect position in which damage will be applied.");
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addField("impulse", TypeF32, myOffset(impulse),
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"Specifies an amount of force to apply to damaged objects. Objects within half the "
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"radius receive full impulse which then diminishes out to the full distance of the "
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"specified radius.");
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addField("notifyDamageSource", TypeBool, myOffset(notify_damage_src),
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"When true, the onInflictedAreaDamage() method of the damaged object will be called "
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"to notify it of the damage. This is useful for starting some effects or action that "
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"responds to the damage.");
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addField("excludeConstraintObject", TypeBool, myOffset(exclude_cons_obj),
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"When true, the object specified as the effect's primary position constraint will not "
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"receive any damage.");
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Parent::initPersistFields();
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}
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bool afxAreaDamageData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxAreaDamageData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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}
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void afxAreaDamageData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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