thug/Code/Sk/Components/SkaterSoundComponent.h

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Sk/Components
//* FILENAME: SkaterSoundComponent.cpp
//* OWNER: Dan
//* CREATION DATE: 2/27/3
//****************************************************************************
#ifndef __COMPONENTS_SKATERSOUNDCOMPONENT_H__
#define __COMPONENTS_SKATERSOUNDCOMPONENT_H__
#include <core/defines.h>
#include <core/support.h>
#include <gel/object/basecomponent.h>
#include <sk/objects/skaterflags.h>
#include <gfx/nxflags.h>
#define CRC_SKATERSOUND CRCD(0x187574fa, "SkaterSound")
#define GetSkaterSoundComponent() ((Obj::CSkaterSoundComponent*)GetComponent(CRC_SKATERSOUND))
#define GetSkaterSoundComponentFromObject(pObj) ((Obj::CSkaterSoundComponent*)(pObj)->GetComponent(CRC_SKATERSOUND))
namespace Script
{
class CScript;
class CStruct;
}
namespace Obj
{
class CSkaterSoundComponent : public CBaseComponent
{
public:
CSkaterSoundComponent();
virtual ~CSkaterSoundComponent();
public:
virtual void Update();
virtual void InitFromStructure( Script::CStruct* pParams );
virtual void RefreshFromStructure( Script::CStruct* pParams );
virtual EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript );
virtual void GetDebugInfo( Script::CStruct* p_info );
static CBaseComponent* s_create();
void PlayLandSound ( float speed_fraction );
void PlayJumpSound ( float speed_fraction );
void PlayBonkSound ( float speed_fraction );
void PlayCessSound ( float speed_fraction );
void PlayLandSound ( float speed_fraction, ETerrainType terrain );
void PlayJumpSound ( float speed_fraction, ETerrainType terrain );
void PlayBonkSound ( float speed_fraction, ETerrainType terrain );
void PlayCessSound ( float speed_fraction, ETerrainType terrain );
void PlayJumpSound ( float speed_fraction, ETerrainType terrain, EStateType stateType );
void SetTerrain ( ETerrainType terrain ) { m_terrain = terrain; }
void SetLastTerrain ( ETerrainType terrain ) { m_lastTerrain = terrain; }
void SetState ( EStateType state ) { m_stateType = state; }
void SetIsRailSliding ( bool is_sliding ) { m_is_rail_sliding = is_sliding; }
void SetMaxSpeed ( float max_speed ) { m_max_speed = max_speed; }
void SetVolumeMultiplier ( float mult );
private:
EStateType m_stateType;
ETerrainType m_terrain;
ETerrainType m_lastTerrain;
bool m_is_rail_sliding;
float m_max_speed;
float m_vol_mult;
};
}
#endif