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Adds in some missing script functions that let projectiles damage and destroy physics shapes.
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68
Templates/Full/game/scripts/server/physicsShape.cs
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68
Templates/Full/game/scripts/server/physicsShape.cs
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@ -0,0 +1,68 @@
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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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function PhysicsShapeData::damage(%this, %obj, %sourceObject, %position, %amount, %damageType)
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{
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// Order of operations is extremely important here!
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// Verify that any changes will not cause this method to overflow the stack
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// recursively calling itself.
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// Note that invulerable, damageRadius, areaImpulse, radiusDamage, and damageType
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// are only dynamic fields... This is fine so long as you are only calling
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// this method server-side, just keep in mind these fields are NOT networked.
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if ( %this.invulnerable ||
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%amount < 0 ||
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( %this.minDamageAmount != 0 && %amount < %this.minDamageAmount ) )
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return;
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// We cannot destroy things twice.
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if ( %obj.isDestroyed() )
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return;
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// This sets a maskbit on the server PhysicsShape which will cause the
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// client object to destroy ( spawn debris ) during the next ghost update.
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%obj.destroy();
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// Single-player hack...
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// In a single-player situation the radial impulse NetEvent will
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// be applied client-side immediately when we call it, which means it will
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// happen before the next ghost update and the debris won't even exist yet!
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//
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// So we are explicitly calling destroy on the client-side object first,
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// before sending the event.
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//
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if ( %obj.getClientObject() )
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%obj.getClientObject().destroy();
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if ( %this.damageRadius > 0 )
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{
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// Send impulse event to affect objects from the explosion of this object.
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// Happens server-side and client-side.
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if ( %this.areaImpulse > 0 )
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RadialImpulseEvent::send( %position, %this.damageRadius, %this.areaImpulse );
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// Apply damage to objects from the explosion of this object.
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if ( %this.radiusDamage > 0 )
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radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType );
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}
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}
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@ -32,6 +32,7 @@ exec("./health.cs");
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exec("./projectile.cs");
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exec("./radiusDamage.cs");
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exec("./teleporter.cs");
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exec("./physicsShape.cs");
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// Load our supporting weapon script, it contains methods used by all weapons.
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exec("./weapon.cs");
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@ -97,6 +97,20 @@ function ShapeBase::clearDamageDt(%this)
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}
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}
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function GameBase::damage(%this, %sourceObject, %position, %damage, %damageType)
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{
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// All damage applied by one object to another should go through this method.
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// This function is provided to allow objects some chance of overriding or
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// processing damage values and types. As opposed to having weapons call
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// ShapeBase::applyDamage directly. Damage is redirected to the datablock,
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// this is standard procedure for many built in callbacks.
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%datablock = %this.getDataBlock();
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if ( isObject( %datablock ) )
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%datablock.damage(%this, %sourceObject, %position, %damage, %damageType);
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}
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//-----------------------------------------------------------------------------
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// ShapeBase datablock
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//-----------------------------------------------------------------------------
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