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/**
\brief Static data holder for certain ammo config values
\note Kept the names similar to what is in config, but it might be a little deceiving as this is mainly used for explosives
*/
class AmmoEffects
{
//! Key: Ammo class name; Data: ParticleList ID
static ref map<string, int> m_AmmoParticles;
//! Key: Ammo class name; Data: ParticleList ID
static ref map<string, typename> m_AmmoEffects;
/** \name Ammo particles
Methods regarding getting/playing ammo particle
*/
//@{
//! Get the ParticleList ID for the particle for this ammoType
static int GetAmmoParticleID(string ammoType)
{
int particleID;
// Search for it in the static map
if ( !m_AmmoParticles.Find(ammoType, particleID) )
{
// Load it in when we can't find it
string particleFileName;
GetGame().ConfigGetText(string.Format("cfgAmmo %1 particle", ammoType), particleFileName);
// If we found a valid entry, try looking for it in ParticleList
if ( particleFileName != "" )
{
particleID = ParticleList.GetParticleIDByName(particleFileName);
}
// Store it for next search
m_AmmoParticles.Insert(ammoType, particleID);
}
return particleID;
}
//! Attempt to play the ammo particle at pos if found, returns true on success
static bool PlayAmmoParticle(string ammoType, vector pos)
{
int particleID = GetAmmoParticleID(ammoType);
if (ParticleList.IsValidId(particleID))
{
return ParticleManager.GetInstance().PlayInWorld(particleID, pos) != null;
}
return false;
}
//@}
/** \name Ammo effects
Methods regarding getting/playing ammo effect
*/
//@{
//! Get the typename for the effect for this ammoType
static typename GetAmmoEffectTypename(string ammoType)
{
typename typeName;
// Search for it in the static map
if ( !m_AmmoEffects.Find(ammoType, typeName) )
{
// Load it in when we can't find it
string effectName;
GetGame().ConfigGetText(string.Format("cfgAmmo %1 effect", ammoType), effectName);
// If we found a valid entry, try looking for it in ParticleList
if ( effectName != "" )
{
typeName = effectName.ToType();
}
// Store it for next search
m_AmmoEffects.Insert(ammoType, typeName);
}
return typeName;
}
//! Attempt to play the ammo effect at pos if found, returns true on success
static bool PlayAmmoEffect(string ammoType, vector pos)
{
typename typeName = GetAmmoEffectTypename(ammoType);
if ( typeName )
{
Effect eff = Effect.Cast(typeName.Spawn());
if ( eff )
{
eff.SetAutodestroy(true);
return SEffectManager.PlayInWorld( eff, pos );
}
}
return false;
}
//@}
/** \name Lifetime
Creation and cleanup
*/
//@{
//! Initialize the containers: this is done this way, to have these not exist on server
static void Init()
{
m_AmmoParticles = new map<string, int>();
m_AmmoEffects = new map<string, typename>();
}
//! Clean up the data
static void Cleanup()
{
/* These ain't containing no refs, so whatever
m_AmmoParticles.Clear();
m_AmmoEffects.Clear();
*/
}
//@}
}