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298 lines
11 KiB
C++
298 lines
11 KiB
C++
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//****************************************************************************
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//* MODULE: Gel/Components
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//* FILENAME: CollideAndDieComponent.cpp
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//* OWNER: SPG
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//* CREATION DATE: 7/10/03
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//****************************************************************************
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// The CEmptyComponent class is an skeletal version of a component
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// It is intended that you use this as the basis for creating new
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// components.
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// To create a new component called "Watch", (CWatchComponent):
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// - copy emptycomponent.cpp/.h to watchcomponent.cpp/.h
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// - in both files, search and replace "Empty" with "Watch", preserving the case
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// - in WatchComponent.h, update the CRCD value of CRC_WATCH
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// - in CompositeObjectManager.cpp, in the CCompositeObjectManager constructor, add:
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// RegisterComponent(CRC_WATCH, CWatchComponent::s_create);
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// - and add the include of the header
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// #include <gel/components/watchcomponent.h>
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// - Add it to build\gel.mkf, like:
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// $(NGEL)/components/WatchComponent.cpp\
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// - Fill in the OWNER (yourself) and the CREATION DATE (today's date) in the .cpp and the .h files
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// - Insert code as needed and remove generic comments
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// - remove these comments
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// - add comments specfic to the component, explaining its usage
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#include <gel/components/CollideAndDieComponent.h>
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#include <gel/object/compositeobject.h>
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#include <gel/scripting/checksum.h>
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#include <gel/scripting/script.h>
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#include <gel/scripting/struct.h>
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#include <gel/scripting/array.h>
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#include <sk/engine/feeler.h>
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#include <sk/components/ProjectileCollisionComponent.h>
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#include <sk/gamenet/gamenet.h>
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#define vFIREBALL_LIFETIME Tmr::Seconds( 10 )
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namespace Obj
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{
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// s_create is what is registered with the component factory
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// object, (currently the CCompositeObjectManager)
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// s_create returns a CBaseComponent*, as it is to be used
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// by factor creation schemes that do not care what type of
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// component is being created
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// ** after you've finished creating this component, be sure to
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// ** add it to the list of registered functions in the
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// ** CCompositeObjectManager constructor
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CBaseComponent* CCollideAndDieComponent::s_create()
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{
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return static_cast< CBaseComponent* >( new CCollideAndDieComponent );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// All components set their type, which is a unique 32-bit number
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// (the CRC of their name), which is used to identify the component
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CCollideAndDieComponent::CCollideAndDieComponent() : CBaseComponent()
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{
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SetType( CRC_COLLIDEANDDIE );
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m_radius = 0.0f;
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m_scale = 0;
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m_birth_time = Tmr::GetTime();
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m_death_script = 0;
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m_dying = false;
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m_first_frame = true;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CCollideAndDieComponent::~CCollideAndDieComponent()
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CCollideAndDieComponent::SetCollisionRadius( float radius )
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{
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m_radius = radius;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// InitFromStructure is passed a Script::CStruct that contains a
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// number of parameters to initialize this component
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// this currently is the contents of a node
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// but you can pass in anything you like.
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void CCollideAndDieComponent::InitFromStructure( Script::CStruct* pParams )
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{
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pParams->GetFloat(CRCD(0xc48391a5,"radius"), &m_radius, Script::ASSERT);
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pParams->GetFloat(CRCD(0x13b9da7b,"scale"), &m_scale, Script::ASSERT);
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pParams->GetChecksum(CRCD(0x6647adc3,"death_script"), &m_death_script, Script::ASSERT);
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m_vel.Set( 0, 0, 1 );
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pParams->GetVector(CRCD(0xc4c809e, "vel"), &m_vel, Script::ASSERT);
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m_vel.Normalize();
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// RefreshFromStructure is passed a Script::CStruct that contains a
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// number of parameters to initialize this component
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// this currently is the contents of a node
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// but you can pass in anything you like.
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void CCollideAndDieComponent::RefreshFromStructure( Script::CStruct* pParams )
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{
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// Default to just calline InitFromStructure()
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// but if that does not handle it, then will need to write a specific
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// function here.
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// The user might only want to update a single field in the structure
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// and we don't want to be asserting becasue everything is missing
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//InitFromStructure(pParams);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CCollideAndDieComponent::Finalize()
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{
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mp_suspend_component = GetSuspendComponentFromObject( GetObject() );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CCollideAndDieComponent::Hide( bool should_hide )
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// The component's Update() function is called from the CCompositeObject's
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// Update() function. That is called every game frame by the CCompositeObjectManager
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// from the s_logic_code function that the CCompositeObjectManager registers
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// with the task manger.
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void CCollideAndDieComponent::Update()
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{
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GameNet::Manager* gamenet_man = GameNet::Manager::Instance();
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if (gamenet_man->InNetGame() || !mp_suspend_component->SkipLogic())
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{
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if(( Tmr::GetTime() - m_birth_time ) > vFIREBALL_LIFETIME )
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{
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GetObject()->MarkAsDead();
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}
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else
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{
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if( m_dying )
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{
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if( Tmr::GetTime() > m_death_time )
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{
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GetObject()->MarkAsDead();
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}
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}
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else
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{
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Mth::Vector vel, start, end;
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CFeeler feeler;
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vel = GetObject()->GetVel();
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vel.Normalize();
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if( m_first_frame )
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{
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start = GetObject()->GetPos();
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}
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else
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{
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start = m_last_pos;
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}
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start[Y] += FEET( 2 );
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end = GetObject()->GetPos();
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end[Y] += FEET( 2 );
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end += ( vel * m_radius );
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feeler.SetStart( start );
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feeler.SetEnd( end );
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if( feeler.GetCollision())
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{
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if( m_dying == false )
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{
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CProjectileCollisionComponent* proj_comp;
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proj_comp = GetProjectileCollisionComponentFromObject( GetObject());
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if( proj_comp )
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{
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proj_comp->MarkAsDying();
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}
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m_dying = true;
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m_death_time = Tmr::GetTime() + Tmr::Seconds( 1 );
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if( m_death_script != 0 )
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{
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Script::CStruct* params;
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Mth::Vector pos;
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pos = feeler.GetPoint();
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params = new Script::CStruct;
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params->AddVector( CRCD(0x7f261953,"pos"), pos );
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params->AddVector( CRCD(0xc4c809e,"vel"), m_vel );
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params->AddFloat( CRCD(0x13b9da7b,"scale"), m_scale );
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Script::RunScript( m_death_script, params );
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delete params;
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}
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}
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}
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}
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}
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m_last_pos = GetObject()->GetPos();
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m_first_frame = false;
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}
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// Given the "Checksum" of a script command, then possibly handle it
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// if it's a command that this component will handle
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CBaseComponent::EMemberFunctionResult CCollideAndDieComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
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{
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switch ( Checksum )
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{
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default:
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return CBaseComponent::MF_NOT_EXECUTED;
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}
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// the "default" case of the switch statement handles
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// unrecognized functions; if we make it down here,
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// that means that the component already handled it
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// somehow
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return CBaseComponent::MF_TRUE;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CCollideAndDieComponent::GetDebugInfo(Script::CStruct *p_info)
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{
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Dbg_MsgAssert(p_info,("NULL p_info sent to CCollideAndDieComponent::GetDebugInfo"));
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// Add any script components to the p_info structure,
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// and they will be displayed in the script debugger (qdebug.exe)
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// you will need to add the names to debugger_names.q, if they are not existing checksums
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// we call the base component's GetDebugInfo, so we can add info from the common base component
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CBaseComponent::GetDebugInfo(p_info);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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}
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