nuclide/src/shared/NSProjectile.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
NSProjectile::NSProjectile(void)
{
m_iProjectileAnimEnd = 0i;
m_iProjectileAnimStart = 0i;
m_flProjectileFramerate = 0.1f; /* default to 10 hz */
}
void
NSProjectile::Spawned(void)
{
super::Spawned();
SetMovetype(MOVETYPE_FLYMISSILE);
SetRenderColor([1,1,1]);
SetRenderAmt(1.0);
SetSolid(SOLID_BBOX);
SetRenderAmt(1.0f);
SetRenderColor([1.0,1.0,1.0]);
SetSize([0,0,0], [0,0,0]);
}
void
NSProjectile::Touch(entity eToucher)
{
if (m_pImpact)
m_pImpact(eToucher, this);
Destroy();
}
void
NSProjectile::SetImpact(void(entity a,entity b) func)
{
m_pImpact = func;
Spawned();
}
void
NSProjectile::_AnimateThink(void)
{
SetFrame(frame + 1);
if (frame > (float)m_iProjectileAnimEnd)
SetFrame(m_iProjectileAnimStart);
think = _AnimateThink;
nextthink = time + m_flProjectileFramerate;
}
void
NSProjectile::_AnimateThinkDead(void)
{
SetFrame(frame + 1);
if (frame > (float)m_iProjectileAnimEnd) {
Destroy();
return;
}
think = _AnimateThinkDead;
nextthink = time + m_flProjectileFramerate;
}
void
NSProjectile::Animate(int startframe, int endframe, float framerate)
{
m_iProjectileAnimStart = startframe;
m_iProjectileAnimEnd = endframe;
m_flProjectileFramerate = framerate;
frame = startframe;
think = _AnimateThink;
nextthink = time + m_flProjectileFramerate;
}
void
NSProjectile::AnimateOnce(int startframe, int endframe, float framerate)
{
m_iProjectileAnimStart = startframe;
m_iProjectileAnimEnd = endframe;
m_flProjectileFramerate = framerate;
frame = startframe;
think = _AnimateThinkDead;
nextthink = time + m_flProjectileFramerate;
}