mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
Additional cleanup and add-in of files that were missed.
This commit is contained in:
parent
ea595143e8
commit
c74242309a
11 changed files with 382 additions and 8 deletions
68
Templates/Modules/FPSGameplay/scripts/server/physicsShape.cs
Normal file
68
Templates/Modules/FPSGameplay/scripts/server/physicsShape.cs
Normal 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 );
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue