File size: 4,461 Bytes
24b81cb |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 |
class DestructionEffectBase
{
EntityAI m_Entity;
bool m_EntityIsTakeable;
ParticleSource m_POneTime;
ParticleSource m_PPersistent;
int m_ParticleOneTime;
int m_ParticlePersistent;
EffectSound m_SOneTime;
EffectSound m_SPersistent;
string m_SoundSetOneTime;
string m_SoundSetPersistent;
bool m_KeepHealthOnReplace;
string m_ReplaceWithEntity;
int m_ReplaceDelay;
bool m_HasExplosionDamage;
DamageType m_DamageType;
string m_AmmoType;
void ~DestructionEffectBase()
{
if (m_POneTime)
{
m_POneTime.Stop();
}
if (m_PPersistent)
{
m_PPersistent.Stop();
}
SEffectManager.DestroyEffect(m_SOneTime);
SEffectManager.DestroyEffect(m_SPersistent);
}
private void Init();
bool HasExplosionDamage()
{
return (m_HasExplosionDamage && m_AmmoType);
}
private void DealExplosionDamage()
{
DamageSystem.ExplosionDamage(m_Entity, null, m_AmmoType, m_Entity.GetPosition(), m_DamageType);
}
void OnHealthLevelChanged(notnull EntityAI entity, int oldLevel, int newLevel, string zone)
{
m_Entity = entity;
Init();
if (GetGame().IsServer())
{
entity.SetTakeable(m_EntityIsTakeable);
if (oldLevel != -1 || entity.m_Initialized)
{
if (m_ReplaceWithEntity)
{
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(ReplaceEntityServer, m_ReplaceDelay, false);
}
if (HasExplosionDamage())
{
DealExplosionDamage();
}
OnEntityDestroyedOneTimeServer(entity, oldLevel, zone);
}
OnEntityDestroyedPersistentServer(entity, zone);
}
#ifndef SERVER//client OR single
{
if (oldLevel != -1 || entity.m_Initialized)//one time
{
m_POneTime = PlayParticle(m_ParticleOneTime);
if (m_POneTime)
{
m_POneTime.SetOwner(this);
}
OnEntityDestroyedOneTimeClient(entity, oldLevel, zone);
m_Entity.PlaySoundSet(m_SOneTime, m_SoundSetOneTime, 0, 0 );
m_Entity.PlaySoundSetLoop(m_SPersistent, m_SoundSetPersistent, 0, 0 );
}
else//Persistent
{
OnEntityDestroyedPersistentClient(entity, zone);
m_Entity.PlaySoundSetLoop(m_SPersistent, m_SoundSetPersistent, 0, 0 );
}
m_PPersistent = PlayParticle(m_ParticlePersistent, true);
if (m_PPersistent)
{
m_PPersistent.SetOwner(this);
}
}
#endif
}
private void ReplaceEntityServer()
{
EntityAI dead_entity = EntityAI.Cast(GetGame().CreateObjectEx(m_ReplaceWithEntity, m_Entity.GetPosition(), ECE_OBJECT_SWAP, RF_ORIGINAL));
dead_entity.SetOrientation(m_Entity.GetOrientation());
if (m_KeepHealthOnReplace)
{
dead_entity.SetHealth(m_Entity.GetHealth());
}
m_Entity.Delete();
}
private ParticleSource PlayParticle(int particleType, bool attach = false)
{
if (!m_Entity)
{
ErrorEx("Missing entity - something went wrong");
return null;
}
if (particleType)
{
ParticleSource p = ParticleManager.GetInstance().PlayInWorld(particleType, m_Entity.GetPosition());
if (attach && p)
{
p.AddAsChild(m_Entity);//Note: it's also possible to directly play on object: Particle.PlayOnObject
}
return p;
}
return null;
}
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// !!!!!!!!!! Override methods bellow !!!!!!!!!!!!!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// ! Client Event called the moment the entity is destroyed, best for explosion and other one-time effects
void OnEntityDestroyedOneTimeClient(EntityAI entity, int oldLevel,string zone);
// ! Server Event called the moment the entity is destroyed
void OnEntityDestroyedOneTimeServer(EntityAI entity, int oldLevel, string zone);
// ! Client Event called at the same moment as the one-time event, but also when the entity is loaded/spawned on client, typically as the player connects to the server or moves close enough so that previously non-existent client entity is now spawned in
void OnEntityDestroyedPersistentClient(EntityAI entity, string zone);
// ! Server Event called at the same moment as the one time event, but also when the entity is loaded/spawned on Server, typically as the server is starting up
void OnEntityDestroyedPersistentServer(EntityAI entity, string zone);
// !Relayed from entity when explosion happens
void OnExplosionEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType);
}
|