mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 20:53:50 +00:00
118 lines
4.3 KiB
C#
118 lines
4.3 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 ProximityMineData::onThrow( %this, %user, %amount )
|
|
{
|
|
// Remove the object from the inventory
|
|
%user.decInventory( %this, 1 );
|
|
|
|
// Construct the actual object in the world, and add it to
|
|
// the mission group so its cleaned up when the mission is
|
|
// done. The object is given a random z rotation.
|
|
%obj = new ProximityMine()
|
|
{
|
|
datablock = %this;
|
|
sourceObject = %user;
|
|
rotation = "0 0 1 "@ (getRandom() * 360);
|
|
static = false;
|
|
client = %user.client;
|
|
};
|
|
MissionCleanup.add(%obj);
|
|
return %obj;
|
|
}
|
|
|
|
|
|
function ProximityMineData::onTriggered( %this, %obj, %target )
|
|
{
|
|
//echo(%this.name SPC "triggered by " @ %target.getClassName());
|
|
}
|
|
|
|
function ProximityMineData::onExplode( %this, %obj, %position )
|
|
{
|
|
// Damage objects within the mine's damage radius
|
|
if ( %this.damageRadius > 0 )
|
|
radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType, %this.areaImpulse );
|
|
}
|
|
|
|
function ProximityMineData::damage( %this, %obj, %position, %source, %amount, %damageType )
|
|
{
|
|
// Explode if any damage is applied to the mine
|
|
%obj.schedule(50 + getRandom(50), explode);
|
|
}
|
|
|
|
// Customized kill message for deaths caused by proximity mines
|
|
function sendMsgClientKilled_MineDamage( %msgType, %client, %sourceClient, %damLoc )
|
|
{
|
|
if ( %sourceClient $= "" ) // editor placed mine
|
|
messageAll( %msgType, '%1 was blown up!', %client.playerName );
|
|
else if ( %sourceClient == %client ) // own mine
|
|
messageAll( %msgType, '%1 stepped on his own mine!', %client.playerName );
|
|
else // enemy placed mine
|
|
messageAll( %msgType, '%1 was blown up by %2!', %client.playerName, %sourceClient.playerName );
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Player deployable proximity mine
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// Cannot use the Weapon class for ProximityMineData datablocks as it is already tied
|
|
// to ItemData.
|
|
|
|
function ProxMine::onUse(%this, %obj)
|
|
{
|
|
// Act like a weapon on use
|
|
Weapon::onUse( %this, %obj );
|
|
}
|
|
|
|
function ProxMine::onPickup( %this, %obj, %shape, %amount )
|
|
{
|
|
// Act like a weapon on pickup
|
|
Weapon::onPickup( %this, %obj, %shape, %amount );
|
|
}
|
|
|
|
function ProxMine::onInventory( %this, %obj, %amount )
|
|
{
|
|
%obj.client.setAmmoAmountHud( 1, %amount );
|
|
|
|
// Cycle weapons if we are out of ammo
|
|
if ( !%amount && ( %slot = %obj.getMountSlot( %this.image ) ) != -1 )
|
|
%obj.cycleWeapon( "prev" );
|
|
}
|
|
|
|
function ProxMineImage::onMount( %this, %obj, %slot )
|
|
{
|
|
// The mine doesn't use ammo from a player's perspective.
|
|
%obj.setImageAmmo( %slot, true );
|
|
%numMines = %obj.getInventory(%this.item);
|
|
%obj.client.RefreshWeaponHud( 1, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %numMines );
|
|
}
|
|
|
|
function ProxMineImage::onUnmount( %this, %obj, %slot )
|
|
{
|
|
%obj.client.RefreshWeaponHud( 0, "", "" );
|
|
}
|
|
|
|
function ProxMineImage::onFire( %this, %obj, %slot )
|
|
{
|
|
// To fire a deployable mine is to throw it
|
|
%obj.throw( %this.item );
|
|
}
|