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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);
}