2017-04-17 06:17:10 -06:00

966 lines
25 KiB
C#
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
exec("~/data/shapes/player/player.cs");
exec("~/data/shapes/tge_elf/elf.cs");
// Timeouts for corpse deletion.
$CorpseTimeoutValue = 22 * 1000;
// Damage Rate for entering Liquid
$DamageLava = 0.01;
$DamageHotLava = 0.01;
$DamageCrustyLava = 0.01;
//
$PlayerDeathAnim::TorsoFrontFallForward = 1;
$PlayerDeathAnim::TorsoFrontFallBack = 2;
$PlayerDeathAnim::TorsoBackFallForward = 3;
$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
$PlayerDeathAnim::TorsoRightSpinDeath = 5;
$PlayerDeathAnim::LegsLeftGimp = 6;
$PlayerDeathAnim::LegsRightGimp = 7;
$PlayerDeathAnim::TorsoBackFallForward = 8;
$PlayerDeathAnim::HeadFrontDirect = 9;
$PlayerDeathAnim::HeadBackFallForward = 10;
$PlayerDeathAnim::ExplosionBlowBack = 11;
//----------------------------------------------------------------------------
// Player Audio Profiles
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
datablock AudioProfile(DeathCrySound)
{
fileName = "~/data/sound/orc_death.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(PainCrySound)
{
fileName = "~/data/sound/orc_pain.ogg";
description = AudioClose3d;
preload = true;
};
//----------------------------------------------------------------------------
datablock AudioProfile(FootLightSoftSound)
{
filename = "~/data/sound/footstep_soft.ogg";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(FootLightHardSound)
{
filename = "~/data/sound/footstep_hard.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(FootLightMetalSound)
{
filename = "~/data/sound/footstep_hard.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(FootLightSnowSound)
{
filename = "~/data/sound/footstep_soft.ogg";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(FootLightShallowSplashSound)
{
filename = "~/data/sound/footstep_water.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(FootLightWadingSound)
{
filename = "~/data/sound/footstep_water.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(FootLightUnderwaterSound)
{
filename = "~/data/sound/footstep_water.ogg";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(FootLightBubblesSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ArmorMoveBubblesSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioCloseLooping3d;
preload = true;
};
datablock AudioProfile(WaterBreathMaleSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClosestLooping3d;
preload = true;
};
//----------------------------------------------------------------------------
datablock AudioProfile(ImpactLightSoftSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClose3d;
preload = true;
effect = ImpactSoftEffect;
};
datablock AudioProfile(ImpactLightHardSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClose3d;
preload = true;
effect = ImpactHardEffect;
};
datablock AudioProfile(ImpactLightMetalSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClose3d;
preload = true;
effect = ImpactMetalEffect;
};
datablock AudioProfile(ImpactLightSnowSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClosest3d;
preload = true;
effect = ImpactSnowEffect;
};
datablock AudioProfile(ImpactLightWaterEasySound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightWaterMediumSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ImpactLightWaterHardSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ExitingWaterLightSound)
{
filename = "~/data/sound/replaceme.ogg";
description = AudioClose3d;
preload = true;
};
//----------------------------------------------------------------------------
// Splash
//----------------------------------------------------------------------------
datablock ParticleData(PlayerSplashMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "~/data/shapes/player/splash";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerSplashMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
lifetimeMS = 250;
particles = "PlayerSplashMist";
};
datablock ParticleData(PlayerBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.50;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
textureName = "~/data/shapes/player/splash";
colors[0] = "0.7 0.8 1.0 0.4";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.1;
sizes[1] = 0.3;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerBubbleEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
ejectionOffset = 0.5;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "PlayerBubbleParticle";
};
datablock ParticleData(PlayerFoamParticle)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "~/data/shapes/player/splash";
colors[0] = "0.7 0.8 1.0 0.20";
colors[1] = "0.7 0.8 1.0 0.20";
colors[2] = "0.7 0.8 1.0 0.00";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 1.6;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerFoamEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "PlayerFoamParticle";
};
datablock ParticleData( PlayerFoamDropletsParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "~/data/shapes/player/splash";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.8;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
orientParticles = true;
particles = "PlayerFoamDropletsParticle";
};
datablock ParticleData( PlayerSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
orientParticles = true;
lifetimeMS = 100;
particles = "PlayerSplashParticle";
};
datablock SplashData(PlayerSplash)
{
numSegments = 15;
ejectionFreq = 15;
ejectionAngle = 40;
ringLifetime = 0.5;
lifetimeMS = 300;
velocity = 4.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "~/data/shapes/player/splash";
emitter[0] = PlayerSplashEmitter;
emitter[1] = PlayerSplashMistEmitter;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.3";
colors[2] = "0.7 0.8 1.0 0.7";
colors[3] = "0.7 0.8 1.0 0.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//----------------------------------------------------------------------------
// Foot puffs
//----------------------------------------------------------------------------
datablock ParticleData(LightPuff)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.6;
constantAcceleration = 0.0;
lifetimeMS = 800;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -35.0;
spinRandomMax = 35.0;
colors[0] = "1.0 1.0 1.0 1.0";
colors[1] = "1.0 1.0 1.0 0.0";
sizes[0] = 0.1;
sizes[1] = 0.8;
times[0] = 0.3;
times[1] = 1.0;
};
datablock ParticleEmitterData(LightPuffEmitter)
{
ejectionPeriodMS = 35;
periodVarianceMS = 10;
ejectionVelocity = 0.2;
velocityVariance = 0.1;
ejectionOffset = 0.0;
thetaMin = 20;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
useEmitterColors = true;
particles = "LightPuff";
};
//----------------------------------------------------------------------------
// Liftoff dust
//----------------------------------------------------------------------------
datablock ParticleData(LiftoffDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
colors[0] = "1.0 1.0 1.0 1.0";
sizes[0] = 1.0;
times[0] = 1.0;
};
datablock ParticleEmitterData(LiftoffDustEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
useEmitterColors = true;
particles = "LiftoffDust";
};
//----------------------------------------------------------------------------
datablock DecalData(PlayerFootprint)
{
sizeX = 0.25;
sizeY = 0.25;
textureName = "~/data/shapes/player/footprint";
};
datablock DebrisData( PlayerDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.15;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
minSpinSpeed = 40;
maxSpinSpeed = 600;
numBounces = 5;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 20.0;
velocityVariance = 12.0;
};
datablock PlayerData(PlayerBody)
{
renderFirstPerson = false;
emap = true;
className = Armor;
shapeFile = "~/data/shapes/player/player.dts";
cameraMaxDist = 3;
computeCRC = true;
canObserve = true;
cmdCategory = "Clients";
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
debrisShapeName = "~/data/shapes/player/debris_player.dts";
debris = playerDebris;
aiAvoidThis = true;
minLookAngle = -1.4;
maxLookAngle = 1.4;
maxFreelookAngle = 3.0;
mass = 90;
drag = 0.3;
maxdrag = 0.4;
density = 10;
maxDamage = 100;
maxEnergy = 60;
repairRate = 0.33;
energyPerDamagePoint = 75.0;
rechargeRate = 0.256;
runForce = 48 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 14;
maxBackwardSpeed = 13;
maxSideSpeed = 13;
maxUnderwaterForwardSpeed = 8.4;
maxUnderwaterBackwardSpeed = 7.8;
maxUnderwaterSideSpeed = 7.8;
jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 15;
recoverDelay = 9;
recoverRunForceScale = 1.2;
minImpactSpeed = 45;
speedDamageScale = 0.4;
boundingBox = "1.2 1.2 2.3";
pickupRadius = 0.75;
// Damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
// Foot Prints
decalData = PlayerFootprint;
decalOffset = 0.25;
footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 10;
footPuffRadius = 0.25;
dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 70;
jumpSurfaceAngle = 80;
minJumpSpeed = 20;
maxJumpSpeed = 30;
horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;
upMaxSpeed = 80;
upResistSpeed = 25;
upResistFactor = 0.3;
footstepSplashHeight = 0.35;
//NOTE: some sounds commented out until wav's are available
// Footstep Sounds
FootSoftSound = FootLightSoftSound;
FootHardSound = FootLightHardSound;
FootMetalSound = FootLightMetalSound;
FootSnowSound = FootLightSnowSound;
FootShallowSound = FootLightShallowSplashSound;
FootWadingSound = FootLightWadingSound;
FootUnderwaterSound = FootLightUnderwaterSound;
//FootBubblesSound = FootLightBubblesSound;
//movingBubblesSound = ArmorMoveBubblesSound;
//waterBreathSound = WaterBreathMaleSound;
//impactSoftSound = ImpactLightSoftSound;
//impactHardSound = ImpactLightHardSound;
//impactMetalSound = ImpactLightMetalSound;
//impactSnowSound = ImpactLightSnowSound;
//impactWaterEasy = ImpactLightWaterEasySound;
//impactWaterMedium = ImpactLightWaterMediumSound;
//impactWaterHard = ImpactLightWaterHardSound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
//exitingWater = ExitingWaterLightSound;
observeParameters = "0.5 4.5 4.5";
// Allowable Inventory Items
maxInv[BulletAmmo] = 20;
maxInv[HealthKit] = 1;
maxInv[RifleAmmo] = 100;
maxInv[CrossbowAmmo] = 50;
maxInv[Crossbow] = 1;
maxInv[Rifle] = 1;
};
//----------------------------------------------------------------------------
// Armor Datablock methods
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
function Armor::onAdd(%this,%obj)
{
// Vehicle timeout
%obj.mountVehicle = true;
// Default dynamic armor stats
%obj.setRechargeRate(%this.rechargeRate);
%obj.setRepairRate(0);
}
function Armor::onRemove(%this, %obj)
{
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function Armor::onNewDataBlock(%this,%obj)
{
}
//----------------------------------------------------------------------------
function Armor::onMount(%this,%obj,%vehicle,%node)
{
if (%node == 0) {
%obj.setTransform("0 0 0 0 0 1 0");
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true);
%obj.lastWeapon = %obj.getMountedImage($WeaponSlot);
%obj.unmountImage($WeaponSlot);
%obj.setControlObject(%vehicle);
}
}
function Armor::onUnmount( %this, %obj, %vehicle, %node )
{
if (%node == 0)
%obj.mountImage(%obj.lastWeapon, $WeaponSlot);
}
function Armor::doDismount(%this, %obj, %forced)
{
// This function is called by player.cc when the jump trigger
// is true while mounted
if (!%obj.isMounted())
return;
// Position above dismount point
%pos = getWords(%obj.getTransform(), 0, 2);
%oldPos = %pos;
%vec[0] = " 0 0 1";
%vec[1] = " 0 0 1";
%vec[2] = " 0 0 -1";
%vec[3] = " 1 0 0";
%vec[4] = "-1 0 0";
%impulseVec = "0 0 0";
%vec[0] = MatrixMulVector( %obj.getTransform(), %vec[0]);
// Make sure the point is valid
%pos = "0 0 0";
%numAttempts = 5;
%success = -1;
for (%i = 0; %i < %numAttempts; %i++) {
%pos = VectorAdd(%oldPos, VectorScale(%vec[%i], 3));
if (%obj.checkDismountPoint(%oldPos, %pos)) {
%success = %i;
%impulseVec = %vec[%i];
break;
}
}
if (%forced && %success == -1)
%pos = %oldPos;
%obj.mountVehicle = false;
%obj.schedule(4000, "mountVehicles", true);
// Unmount from node, and give player control.
%obj.unMount();
%this.onUnMount(%obj);
%obj.setControlObject(%obj);
// Position above dismount point
%obj.setTransform(%pos);
%obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass));
}
//----------------------------------------------------------------------------
function Armor::onCollision(%this,%obj,%col)
{
if (%obj.getState() $= "Dead")
return;
// Try and pickup all items
if (%col.getClassName() $= "Item") {
%obj.pickup(%col);
return;
}
// Mount vehicles
if (%col.getDataBlock().className $= WheeledVehicleData && %obj.mountVehicle &&
%obj.getState() $= "Move" && %col.mountable) {
// Only mount drivers for now.
%node = 0;
%col.mountObject(%obj,%node);
%obj.mVehicle = %col;
}
}
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
%obj.damage(0, VectorAdd(%obj.getPosition(),%vec),
%vecLen * %this.speedDamageScale, "Impact");
}
//----------------------------------------------------------------------------
function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
{
if (%obj.getState() $= "Dead")
return;
%obj.applyDamage(%damage);
%location = "Body";
// Deal with client callbacks here because we don't have this
// information in the onDamage or onDisable methods
%client = %obj.client;
%sourceClient = %sourceObject ? %sourceObject.client : 0;
if (%obj.getState() $= "Dead")
%client.onDeath(%sourceObject, %sourceClient, %damageType, %location);
}
function Armor::onDamage(%this, %obj, %delta)
{
// This method is invoked by the ShapeBase code whenever the
// object's damage level changes.
if (%delta > 0 && %obj.getState() !$= "Dead") {
// Increment the flash based on the amount.
%flash = %obj.getDamageFlash() + ((%delta / %this.maxDamage) * 2);
if (%flash > 0.75)
%flash = 0.75;
%obj.setDamageFlash(%flash);
// If the pain is excessive, let's hear about it.
if (%delta > 10)
%obj.playPain();
}
}
function Armor::onDisabled(%this,%obj,%state)
{
// The player object sets the "disabled" state when damage exceeds
// it's maxDamage value. This is method is invoked by ShapeBase
// state mangement code.
// If we want to deal with the damage information that actually
// caused this death, then we would have to move this code into
// the script "damage" method.
%obj.playDeathCry();
%obj.playDeathAnimation();
%obj.setDamageFlash(0.75);
// Release the main weapon trigger
%obj.setImageTrigger(0,false);
// Schedule corpse removal. Just keeping the place clean.
%obj.schedule($CorpseTimeoutValue - 1000, "startFade", 1000, 0, true);
%obj.schedule($CorpseTimeoutValue, "delete");
}
//-----------------------------------------------------------------------------
function Armor::onLeaveMissionArea(%this, %obj)
{
// Inform the client
%obj.client.onLeaveMissionArea();
}
function Armor::onEnterMissionArea(%this, %obj)
{
// Inform the client
%obj.client.onEnterMissionArea();
}
//-----------------------------------------------------------------------------
function Armor::onEnterLiquid(%this, %obj, %coverage, %type)
{
switch(%type)
{
case 0: //Water
case 1: //Ocean Water
case 2: //River Water
case 3: //Stagnant Water
case 4: //Lava
%obj.setDamageDt(%this, $DamageLava, "Lava");
case 5: //Hot Lava
%obj.setDamageDt(%this, $DamageHotLava, "Lava");
case 6: //Crusty Lava
%obj.setDamageDt(%this, $DamageCrustyLava, "Lava");
case 7: //Quick Sand
}
}
function Armor::onLeaveLiquid(%this, %obj, %type)
{
%obj.clearDamageDt();
}
//-----------------------------------------------------------------------------
function Armor::onTrigger(%this, %obj, %triggerNum, %val)
{
// This method is invoked when the player receives a trigger
// move event. The player automatically triggers slot 0 and
// slot one off of triggers # 0 & 1. Trigger # 2 is also used
// as the jump key.
}
//-----------------------------------------------------------------------------
// Player methods
//-----------------------------------------------------------------------------
//----------------------------------------------------------------------------
function Player::kill(%this, %damageType)
{
%this.damage(0, %this.getPosition(), 10000, %damageType);
}
//----------------------------------------------------------------------------
function Player::mountVehicles(%this,%bool)
{
// If set to false, this variable disables vehicle mounting.
%this.mountVehicle = %bool;
}
function Player::isPilot(%this)
{
%vehicle = %this.getObjectMount();
// There are two "if" statements to avoid a script warning.
if (%vehicle)
if (%vehicle.getMountNodeObject(0) == %this)
return true;
return false;
}
//----------------------------------------------------------------------------
function Player::playDeathAnimation(%this)
{
if (%this.deathIdx++ > 11)
%this.deathIdx = 1;
%this.setActionThread("Death" @ %this.deathIdx);
}
function Player::playCelAnimation(%this,%anim)
{
if (%this.getState() !$= "Dead")
%this.setActionThread("cel"@%anim);
}
//----------------------------------------------------------------------------
function Player::playDeathCry( %this )
{
%this.playAudio(0,DeathCrySound);
}
function Player::playPain( %this )
{
%this.playAudio(0,PainCrySound);
}