Adjusted the projectile radius for testing

Set the radius to 40.0 for further tuning either in TorqueScript or C++.
This commit is contained in:
Calvin Balke 2015-01-30 18:39:46 -08:00
parent d0936c3c07
commit ebe6649da7
2 changed files with 11 additions and 114 deletions

View file

@ -100,7 +100,7 @@ void collide(unsigned int simgroup){
DX::MatrixF mat2=DX::MatrixF(sobj3.objtoworld);
DX::Point3F test2;
mat2.getColumn(3,&test2);
if (DX::pointdistance(test,test2)>3) {
if (DX::pointdistance(test,test2)<40.0) {
char evalstring[1024]="";
sprintf (evalstring,"ProjCollisionCallback(%d,%d);",sobj2.identifier,sobj3.identifier);
Con::eval(evalstring, false, NULL);

View file

@ -22,126 +22,23 @@ function onMoveRoutine(%obj, %offset, %center, %radius){
$moveoffset=%offset;
}
$collidegroup = new SimSet(CollideGroup);
function DiscImage::onFire(%data, %obj, %slot)
{
if(%obj.fireTimeoutDisc) //-nite-
return;
// %data.lightStart = getSimTime();
// if( %obj.station $= "" && %obj.isCloaked() )
// {
// if( %obj.respawnCloakThread !$= "" )
// {
// Cancel(%obj.respawnCloakThread);
// %obj.setCloaked( false );
// %obj.respawnCloakThread = "";
// }
// else
// {
// if( %obj.getEnergyLevel() > 20 )
// {
// %obj.setCloaked( false );
// %obj.reCloak = %obj.schedule( 500, "setCloaked", true );
// }
// }
// }
%vehicle = 0;
%weapon = %obj.getMountedImage(0).item;
if(%obj.client.mode[%weapon] == 0)
{
%projectile = "DiscProjectile";
%mode = "LinearProjectile";
%obj.fireTimeoutDisc = 1000; //should be the same as 1.25 -Nite-
%enUse = 0;
%ammoUse = 1;
} //1250
else if(%obj.client.mode[%weapon] == 1)
{
%projectile = "TurboDisc";
%mode = "LinearProjectile";
%obj.fireTimeoutDisc = 1250; //should be the same as .25 -Nite-
%enUse = 7;
%ammoUse = 1;
} //230
else if(%obj.client.mode[%weapon] == 2)
{
%projectile = "PowerDiscProjectile";
%mode = "LinearProjectile";
%enUse = 15;
%ammoUse = 2;
%obj.fireTimeoutDisc = 1500; //should be same as 2.25 -Nite-
} //2250
if(%obj.powerRecirculator)
%enUse *= 0.75;
if(%ammoUse > %obj.getInventory(%data.ammo) || %enUse > %obj.getEnergyLevel())
{
schedule(%obj.fireTimeoutDisc, 0, "DiscFireTimeoutClear", %obj);
return;
}
%p = new(%mode)()
{
dataBlock = %projectile;
initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
vehicleObject = %vehicle;
};
CollideGroup.add(%p);
%useEnergyObj = %obj.getObjectMount();
if(!%useEnergyObj)
%useEnergyObj = %obj;
%vehicle = %useEnergyObj.getType() & $TypeMasks::VehicleObjectType ? %useEnergyObj : 0;
// Vehicle Damage Modifier
if(%vehicle)
%p.vehicleMod = %vehicle.damageMod;
if(%obj.damageMod)
%p.damageMod = %obj.damageMod;
if (isObject(%obj.lastProjectile) && %obj.deleteLastProjectile)
%obj.lastProjectile.delete();
%obj.lastProjectile = %p;
%obj.deleteLastProjectile = %data.deleteLastProjectile;
MissionCleanup.add(%p);
// all this for emulating state stuff -Nite-
%obj.play3D(DiscFireSound);// play fire sounds -Nite-
if( %obj.getState() !$= "Dead" ) // +soph
%obj.setActionThread("light_recoil"); //Play anim recoil -Nite-
schedule(500, %obj.play3D(DiscReloadSound),%obj);//play reload sound 500ms after we fire -Nite-
schedule(%obj.fireTimeoutDisc, 0, "DiscFireTimeoutClear", %obj); //Use fire time out for each mode -Nite-
// serverCmdPlayAnim(%obj.client,"light_recoil"); //this worked too lol -Nite-
// AI hook
if(%obj.client)
%obj.client.projectile = %p;
%obj.decInventory(%data.ammo, %ammoUse);
%obj.useEnergy(%enUse);
if(%obj.client.mode[%weapon] == 1)
%obj.applyKick(-500);
if(%obj.client.mode[%weapon] == 2)
%obj.applyKick(-1000);
}
function ProjCollisionCallback(%proj1, %proj2) {
echo(%proj1 SPC "collided with" SPC %proj2);
%proj1.delete();
%proj2.delete();
if (isObject(%proj1) {
if (isObject(%proj2) {
if (%proj1.sourceObject != %proj2.sourceObject) {
CollideGroup.remove(%proj1);
CollideGroup.remove(%proj2);
%proj1.delete();
%proj2.delete();
}
}
}
}
function moveRoutineDone() {
for (%x=0;%x<(MoveEffectSet.getCount()); %x++) {