diff --git a/Templates/Full/game/scripts/server/physicsShape.cs b/Templates/Full/game/scripts/server/physicsShape.cs new file mode 100644 index 000000000..8818a1613 --- /dev/null +++ b/Templates/Full/game/scripts/server/physicsShape.cs @@ -0,0 +1,68 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +function PhysicsShapeData::damage(%this, %obj, %sourceObject, %position, %amount, %damageType) +{ + // Order of operations is extremely important here! + // Verify that any changes will not cause this method to overflow the stack + // recursively calling itself. + + // Note that invulerable, damageRadius, areaImpulse, radiusDamage, and damageType + // are only dynamic fields... This is fine so long as you are only calling + // this method server-side, just keep in mind these fields are NOT networked. + + if ( %this.invulnerable || + %amount < 0 || + ( %this.minDamageAmount != 0 && %amount < %this.minDamageAmount ) ) + return; + + // We cannot destroy things twice. + if ( %obj.isDestroyed() ) + return; + + // This sets a maskbit on the server PhysicsShape which will cause the + // client object to destroy ( spawn debris ) during the next ghost update. + %obj.destroy(); + + // Single-player hack... + // In a single-player situation the radial impulse NetEvent will + // be applied client-side immediately when we call it, which means it will + // happen before the next ghost update and the debris won't even exist yet! + // + // So we are explicitly calling destroy on the client-side object first, + // before sending the event. + // + if ( %obj.getClientObject() ) + %obj.getClientObject().destroy(); + + if ( %this.damageRadius > 0 ) + { + // Send impulse event to affect objects from the explosion of this object. + // Happens server-side and client-side. + if ( %this.areaImpulse > 0 ) + RadialImpulseEvent::send( %position, %this.damageRadius, %this.areaImpulse ); + + // Apply damage to objects from the explosion of this object. + if ( %this.radiusDamage > 0 ) + radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType ); + } +} \ No newline at end of file diff --git a/Templates/Full/game/scripts/server/scriptExec.cs b/Templates/Full/game/scripts/server/scriptExec.cs index 26f4f8280..a61204040 100644 --- a/Templates/Full/game/scripts/server/scriptExec.cs +++ b/Templates/Full/game/scripts/server/scriptExec.cs @@ -32,6 +32,7 @@ exec("./health.cs"); exec("./projectile.cs"); exec("./radiusDamage.cs"); exec("./teleporter.cs"); +exec("./physicsShape.cs"); // Load our supporting weapon script, it contains methods used by all weapons. exec("./weapon.cs"); diff --git a/Templates/Full/game/scripts/server/shapeBase.cs b/Templates/Full/game/scripts/server/shapeBase.cs index 128278883..ba0e9028b 100644 --- a/Templates/Full/game/scripts/server/shapeBase.cs +++ b/Templates/Full/game/scripts/server/shapeBase.cs @@ -97,6 +97,20 @@ function ShapeBase::clearDamageDt(%this) } } + +function GameBase::damage(%this, %sourceObject, %position, %damage, %damageType) +{ + // All damage applied by one object to another should go through this method. + // This function is provided to allow objects some chance of overriding or + // processing damage values and types. As opposed to having weapons call + // ShapeBase::applyDamage directly. Damage is redirected to the datablock, + // this is standard procedure for many built in callbacks. + + %datablock = %this.getDataBlock(); + if ( isObject( %datablock ) ) + %datablock.damage(%this, %sourceObject, %position, %damage, %damageType); +} + //----------------------------------------------------------------------------- // ShapeBase datablock //-----------------------------------------------------------------------------