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class ContaminatedArea_Base : EffectArea
{
override void OnPlayerEnterServer(PlayerBase player, EffectTrigger trigger)
{
super.OnPlayerEnterServer(player, trigger);
player.IncreaseContaminatedAreaCount();
}
override void OnPlayerExitServer(PlayerBase player, EffectTrigger trigger)
{
super.OnPlayerExitServer(player, trigger);
player.DecreaseContaminatedAreaCount();
}
}
class ContaminatedArea_Static : ContaminatedArea_Base
{
// ----------------------------------------------
// INITIAL SETUP
// ----------------------------------------------
override void SetupZoneData( EffectAreaParams params )
{
super.SetupZoneData( params );
}
override void EEInit()
{
// We make sure we have the particle array
if ( !m_ToxicClouds )
m_ToxicClouds = new array<Particle>;
SetSynchDirty();
#ifdef DEVELOPER
// Debugs when placing entity by hand using internal tools
if ( GetGame().IsServer() && !GetGame().IsMultiplayer() )
{
Debug.Log("YOU CAN IGNORE THE FOLLOWING DUMP");
InitZone();
Debug.Log("YOU CAN USE FOLLOWING DATA PROPERLY");
}
#endif
if ( GetGame().IsClient() && GetGame().IsMultiplayer() )
InitZone();
super.EEInit();
}
override void InitZoneServer()
{
super.InitZoneServer();
// We create the trigger on server
if ( m_TriggerType != "" )
CreateTrigger( m_Position, m_Radius );
}
override void InitZoneClient()
{
super.InitZoneClient();
// We spawn VFX on client
PlaceParticles( GetWorldPosition(), m_Radius, m_InnerRings, m_InnerSpacing, m_OuterRingToggle, m_OuterSpacing, m_OuterRingOffset, m_ParticleID );
}
override void EEDelete( EntityAI parent )
{
super.EEDelete( parent );
}
}