mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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68 lines
3.1 KiB
C#
68 lines
3.1 KiB
C#
//-----------------------------------------------------------------------------
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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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} |