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138 lines
5.1 KiB
C++
138 lines
5.1 KiB
C++
//****************************************************************************
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//* MODULE: Sk/Components
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//* FILENAME: SkaterCleanupStateComponent.cpp
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//* OWNER: Dan
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//* CREATION DATE: 3/26/3
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//****************************************************************************
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#include <sk/components/skatercleanupstatecomponent.h>
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#include <sk/components/skaterstatecomponent.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/components/suspendcomponent.h>
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#include <sys/replay/replay.h>
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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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CBaseComponent* CSkaterCleanupStateComponent::s_create()
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{
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return static_cast< CBaseComponent* >( new CSkaterCleanupStateComponent );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CSkaterCleanupStateComponent::CSkaterCleanupStateComponent() : CBaseComponent()
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{
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SetType( CRC_SKATERCLEANUPSTATE );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CSkaterCleanupStateComponent::~CSkaterCleanupStateComponent()
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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 CSkaterCleanupStateComponent::InitFromStructure( Script::CStruct* pParams )
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{
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mp_state_component = NULL;
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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 CSkaterCleanupStateComponent::RefreshFromStructure( Script::CStruct* pParams )
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{
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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 CSkaterCleanupStateComponent::Finalize( )
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{
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mp_state_component = GetSkaterStateComponentFromObject(GetObject());
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Dbg_Assert(mp_state_component);
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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 CSkaterCleanupStateComponent::Update()
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{
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// Make sure the sparks are off if not on a rail
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if (GetSkater()->mSparksRequireRail && mp_state_component->GetState() != RAIL)
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{
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GetSkater()->SparksOff();
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}
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// Dan: shouldn't need to do this; the suspend components update themselves
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// Perform LOD/culling/occluding
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// NOTE: Move to CModeldComponent::Update? Ask Gary about this.
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// GetSuspendComponentFromObject(GetObject())->CheckModelActive();
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// Don't update the shadow if running a replay. The replay code will update it, using the replay dummy skater's position and matrix.
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// if (!Replay::RunningReplay())
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// {
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GetSkater()->UpdateShadow(GetObject()->m_pos, GetObject()->m_matrix);
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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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CBaseComponent::EMemberFunctionResult CSkaterCleanupStateComponent::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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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 CSkaterCleanupStateComponent::GetDebugInfo(Script::CStruct *p_info)
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{
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#ifdef __DEBUG_CODE__
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Dbg_MsgAssert(p_info,("NULL p_info sent to CSkaterCleanupStateComponent::GetDebugInfo"));
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CBaseComponent::GetDebugInfo(p_info);
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#endif
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}
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}
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