public override void onDisabled(ShapeBase obj, string lastState) { Player player = obj.getId(); player.setImageTrigger(0, false); GameBaseData item = (((GameBaseData)(player.getMountedImage(Constants.WeaponSlot)))["item"]); if (item.isObject()) { int amount = player.getInventory(item["image.ammo"]); if (amount.AsBool()) { player.Throw(item["image.clip"], 1); } } player.tossPatch(); player.playDeathCry(); player.playDeathAnimation(); //If it's a player check..... GameConnection client = player["client"]; if (client.isObject()) { //todo Remove the console.commandToClient since the default one now shows in the Util class. console.commandToClient(client, console.addTaggedString("toggleVehicleMapToggle"), new[] { "false" }); } //Util._commandToClient(client, "toggleVehicleMap", false.AsString()); int ctov = iGlobal["$CorpseTimeoutValue"]; player.schedule((ctov - 1000).AsString(), "startFade", "1000", "0", "true"); player.schedule(ctov.AsString(), "delete"); }
public override void onImpact(ShapeBase obj, SceneObject collObj, Point3F vec, float len) { Player player = obj.getId(); TransformF p = player.getTransform() + new TransformF(vec); float speedDamageScale = len + this["speedDamageScale"].AsFloat(); //Do not confuse the player.event_damage with the PlayerData.event_damage... player.damage(0, p.GetPosition(), speedDamageScale, "Impact"); }
public override void onDamage(ShapeBase obj, float delta) { Player player = obj.getId(); // This method is invoked by the ShapeBase code whenever the // object's damage level changes. if ((delta <= 0) || player.getState() == "Dead") { return; } // Apply a damage flash player.setDamageFlash(1); // If the pain is excessive, let's hear about it. if (delta > 10) { player.playPain(); } }
public override void onCollision(ShapeBase obj, SceneObject col, Point3F vec, float len) { Player player = obj.getId(); if (player.getState() == "Dead") { return; } // Try and pickup all items if (col.getClassName() == "Item") { player.pickup(col.ID, 1); return; } if (col.GetType() != typeof(WheeledVehicle)) { return; } WheeledVehicle vcol = (WheeledVehicle)col; //AI are not allowed to drive they are lousey drivers.... GameConnection client = player["client"]; if (!client.isObject()) { return; } //Mount Vehicle. if ((console.getTypeMask(col) & (UInt32)SceneObjectTypesAsUint.GameBaseObjectType) != (UInt32)SceneObjectTypesAsUint.GameBaseObjectType) { return; } VehicleData db = vcol.getDataBlock(); if (!(((db.getClassName() == "WheeledVehicleData") || player["mountVehicle"].AsBool() || player.getState() == "Move" || col["mountable"].AsBool()))) { return; } // Only mount drivers for now. // For this specific example, only one person can fit // into a vehicle int mount = vcol.getMountNodeObject(0); if (mount > 0) { try { Player p = mount; return; } catch (Exception err) { //Water particle emitters seem to take up the seat when the vehicle is in water. vcol.unmountObject(mount.AsString()); vcol.mountObject(player, 0, new TransformF()); ((GameConnection)player["client"]).setFirstPerson(false); console.commandToClient(client, "PushVehicleMap"); } } else { vcol.mountObject(player, 0, new TransformF()); ((GameConnection)player["client"]).setFirstPerson(false); console.commandToClient(client, "PushVehicleMap"); } //if (mount > 0) //return; // For this specific FPS Example, always mount the player to node 0 player["mVehicle"] = col; }