public void onActivateBasicLM() { // If HDR is enabled... enable the special format token. if ((sGlobal["$platform"] == "macos") || ((coPostEffect)"HDRPostFx").isEnabledX()) { ((coGFXStateBlockData)"AL_FormatToken").call("enable"); } // Create render pass for projected shadow. coRenderPassManager BL_ProjectedShadowRPM = new Torque_Class_Helper("RenderPassManager", "BL_ProjectedShadowRPM").Create(); // Create the mesh bin and add it to the manager. coRenderMeshMgr meshbin = new Torque_Class_Helper("RenderMeshMgr").Create(); BL_ProjectedShadowRPM.addManager(meshbin); // Add both to the root group so that it doesn't // end up in the MissionCleanup instant group. coSimSet rootGroup = "RootGroup"; rootGroup.pushToBack(BL_ProjectedShadowRPM); rootGroup.pushToBack(meshbin); }
public string AiTurretShapeDataOnThrow(coAITurretShapeData thisobj, coPlayer user, int amount) { if (amount == 0) { amount = 1; } if (thisobj["maxInventory"] != "") { if (amount > thisobj["maxInventory"].AsInt()) { amount = thisobj["maxInventory"].AsInt(); } } if (amount == 0) { return("0"); } ShapeBaseShapeBaseDecInventory(user, thisobj, amount); //console.Call(user, "decInventory", new[] {thisobj, amount}); TransformF rot = new TransformF(user.getEulerRotation()); Torque_Class_Helper tc_obj = new Torque_Class_Helper("AITurretShape", ""); tc_obj.Props.Add("datablock", thisobj); tc_obj.Props.Add("rotation", string.Format("{0}0 0 1 {1}{0}", '"', rot.MPosition.z)); tc_obj.Props.Add("count", "1"); tc_obj.Props.Add("sourceObject", user); tc_obj.Props.Add("client", console.GetVarString(string.Format("{0}.client", user))); tc_obj.Props.Add("isAiControlled", "1"); coAITurretShape obj = tc_obj.Create(); ((coSimSet)"MissionGroup").pushToBack(obj); obj.call("addToIgnoreList", user); coGameConnection client = user["client"]; if (client.isObject()) { if (client["ownedTurrets"] == "") { client["ownedTurrets"] = new Torque_Class_Helper("SimSet", "").Create().AsString(); } coSimSet SimSet_id = client["ownedTurrets"]; int countofitems = SimSet_id.getCount(); for (uint i = 0; i < countofitems; i++) { coAITurretShape turret = SimSet_id.getObject(i); turret.call("addToIgnoreList", obj); obj.call("addToIgnoreList", turret); } SimSet_id.pushToBack(obj); } return(obj); }