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https://github.com/TorqueGameEngines/Torque3D.git
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47 lines
2.3 KiB
C#
47 lines
2.3 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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// "Universal" script methods for projectile damage handling. You can easily
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// override these support functions with an equivalent namespace method if your
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// weapon needs a unique solution for applying damage.
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function ProjectileData::onCollision(%data, %proj, %col, %fade, %pos, %normal)
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{
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//echo("ProjectileData::onCollision("@%data.getName()@", "@%proj@", "@%col.getClassName()@", "@%fade@", "@%pos@", "@%normal@")");
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// Apply damage to the object all shape base objects
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if (%data.directDamage > 0)
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{
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if (%col.getType() & ($TypeMasks::ShapeBaseObjectType))
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%col.damage(%proj, %pos, %data.directDamage, %data.damageType);
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}
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}
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function ProjectileData::onExplode(%data, %proj, %position, %mod)
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{
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//echo("ProjectileData::onExplode("@%data.getName()@", "@%proj@", "@%position@", "@%mod@")");
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// Damage objects within the projectiles damage radius
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if (%data.damageRadius > 0)
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radiusDamage(%proj, %position, %data.damageRadius, %data.radiusDamage, %data.damageType, %data.areaImpulse);
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}
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