Additional cleanup and add-in of files that were missed.

This commit is contained in:
Areloch 2017-03-27 00:36:23 -05:00
parent ea595143e8
commit c74242309a
11 changed files with 382 additions and 8 deletions

View file

@ -38,6 +38,7 @@ function FPSGameplay::create( %this )
exec("./scripts/server/vehicleWheeled.cs");
exec("./scripts/server/VolumetricFog.cs");
exec("./scripts/server/weapon.cs");
exec("./scripts/server/physicsShape.cs");
//add DBs
if(isObject(DatablockFilesList))
@ -89,8 +90,10 @@ function FPSGameplay::create( %this )
exec("./scripts/gui/chatHud.gui");
exec("./scripts/gui/playerList.gui");
exec("./scripts/gui/playGui.gui");
exec("./scripts/gui/hudlessGui.gui");
exec("./scripts/gui/playGui.cs");
exec("data/FPSGameplay/scripts/client/playGui.cs");
exec("data/FPSGameplay/scripts/client/hudlessGui.cs");
exec("data/FPSGameplay/scripts/client/message.cs");
exec("data/FPSGameplay/scripts/client/chatHud.cs");
@ -99,6 +102,8 @@ function FPSGameplay::create( %this )
exec("data/FPSGameplay/scripts/client/playerList.cs");
exec("data/FPSGameplay/scripts/client/centerPrint.cs");
exec("data/FPSGameplay/scripts/client/recordings.cs");
exec("data/FPSGameplay/scripts/client/screenshot.cs");
}
}

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@ -0,0 +1,42 @@
//-----------------------------------------------------------------------------
// 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 HudlessPlayGui::onWake(%this)
{
// just update the action map here
moveMap.push();
}
function HudlessPlayGui::onSleep(%this)
{
// pop the keymaps
moveMap.pop();
}
function HudlessPlayGui::toggle(%this)
{
if (%this.isAwake())
Canvas.setContent(PlayGui);
else
Canvas.setContent(HudlessPlayGui);
}

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@ -0,0 +1,143 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
// formatImageNumber
// Preceeds a number with zeros to make it 6 digits long.
//---------------------------------------------------------------------------------------------
function formatImageNumber(%number)
{
if(%number < 10)
%number = "0" @ %number;
if(%number < 100)
%number = "0" @ %number;
if(%number < 1000)
%number = "0" @ %number;
if(%number < 10000)
%number = "0" @ %number;
return %number;
}
//---------------------------------------------------------------------------------------------
// formatSessionNumber
// Preceeds a number with zeros to make it 4 digits long.
//---------------------------------------------------------------------------------------------
function formatSessionNumber(%number)
{
if(%number < 10)
%number = "0" @ %number;
if(%number < 100)
%number = "0" @ %number;
return %number;
}
//---------------------------------------------------------------------------------------------
// recordMovie
// Records a movie file from the Canvas content using the specified fps.
// Possible encoder values are "PNG" and "THEORA" (default).
//---------------------------------------------------------------------------------------------
$RecordingMovie = false;
function recordMovie(%movieName, %fps, %encoder)
{
// If the canvas doesn't exist yet, setup a flag so it'll
// start capturing as soon as it's created
if (!isObject(Canvas))
return;
if (%encoder $= "")
%encoder = "THEORA";
%resolution = Canvas.getVideoMode();
// Start the movie recording
ChatHud.AddLine( "\c4Recording movie file to [\c2" @ %movieName @ "\cr].ogv.");
echo("Recording movie to: " @ %movieName);
startVideoCapture(Canvas, %movieName, %encoder, %fps);
$RecordingMovie = true;
}
function stopMovie()
{
// Stop the current recording
ChatHud.AddLine( "\c4Recording movie file finished.");
echo("Stopped movie recording");
stopVideoCapture();
$RecordingMovie = false;
}
/// This is bound in initializeCommon() to take
/// a screenshot on a keypress.
function doScreenShot( %val )
{
// This can be bound, so skip key up events.
if ( %val == 0 )
return;
_screenShot( 1 );
}
/// A counter for screen shots used by _screenShot().
$screenshotNumber = 0;
/// Internal function which generates unique filename
/// and triggers a screenshot capture.
function _screenShot( %tiles, %overlap )
{
if ( $pref::Video::screenShotSession $= "" )
$pref::Video::screenShotSession = 0;
if ( $screenshotNumber == 0 )
$pref::Video::screenShotSession++;
if ( $pref::Video::screenShotSession > 999 )
$pref::Video::screenShotSession = 1;
%name = "screenshot_" @ formatSessionNumber($pref::Video::screenShotSession) @ "-" @
formatImageNumber($screenshotNumber);
%name = expandFileName( %name );
$screenshotNumber++;
if ( ( $pref::Video::screenShotFormat $= "JPEG" ) ||
( $pref::video::screenShotFormat $= "JPG" ) )
screenShot( %name, "JPEG", %tiles, %overlap );
else
screenShot( %name, "PNG", %tiles, %overlap );
}
/// This will close the console and take a large format
/// screenshot by tiling the current backbuffer and save
/// it to the root game folder.
///
/// For instance a tile setting of 4 with a window set to
/// 800x600 will output a 3200x2400 screenshot.
function tiledScreenShot( %tiles, %overlap )
{
// Pop the console off before we take the shot.
Canvas.popDialog( ConsoleDlg );
_screenShot( %tiles, %overlap );
}

View file

@ -0,0 +1,27 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GameTSCtrl(HudlessPlayGui) {
canSaveDynamicFields = "1";
isContainer = "1";
Profile = "GuiContentProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
cameraZRot = "0";
forceFOV = "0";
Enabled = "1";
helpTag = "0";
noCursor = "1";
};
//--- OBJECT WRITE END ---

View file

@ -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 );
}
}