Torque3D/Templates/Modules/FPSGameplay/scripts/server/physicsShape.cs

68 lines
3.1 KiB
C#

//-----------------------------------------------------------------------------
// 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 );
}
}