public void DoManualDetonation(coSceneObject obj)
     {
     Torque_Class_Helper tch = new Torque_Class_Helper("Item", "");
     tch.Props.Add("dataBlock", "Detonade");
     coSceneObject nade = tch.Create();
     ((coSimSet)"MissionCleanUp").pushToBack(nade);
     nade.setTransform(obj.getTransform());
     nade["sourceObject"] = obj["SourceObject"];
     nade.schedule("50", "setDamageState", "Destroyed");
     obj.delete();
     }
Пример #2
0
        public void HealthPatchOnCollision(coItemData healthkit_datablock, coSceneObject healthkit_instance, coPlayer player)
            {
            if (player.getDamageLevel() <= 0.00 || player.getState() == "Dead")
                return;

            player.applyRepair(healthkit_datablock["repairAmount"].AsFloat());

            healthkit_instance.call("schedulePop");


            //coGameConnection client = player["client"];
            //if (!client.isObject())
            //    return;
            //using (BackgroundWorker bwr = new BackgroundWorker())
            //    {
            //    bwr.DoWork += bwr_UpdateHealth;
            //    bwr.RunWorkerAsync(new HealthKitHelper(player, healthkit_instance));
            //    }

            AudioServerPlay3D("HealthUseSound", player.getTransform());
            }
Пример #3
0
 public void AmmoOnPickup(string thisobj, string obj, coSceneObject shape, string amount, int nameSpaceDepth)
     {
     int nsd = nameSpaceDepth + 1;
     if (console.ParentExecute(thisobj, "onPickup", nsd, new string[] { thisobj, obj, shape, amount }).AsBool())
         AudioServerPlay3D("AmmoPickupSound", shape.getTransform());
     }
 public void EnableManualDetonation(coSceneObject thisobj)
     {
     thisobj["detonadeEnabled"] = true.AsString();
     }
Пример #5
0
 public void ObserverObserverSetMode(coCamera camera, string mode, coSceneObject arg1, string arg2, string arg3)
     {
     switch (mode)
         {
         case "Observer":
             camera.setFlyMode();
             break;
         case "Corpse":
             camera.setOrbitMode(arg1, arg1.getTransform(), (float)0.5, (float)4.5, (float)4.5, false, new Point3F(), false);
             camera["orbitObj"] = arg1;
             break;
         }
     camera["mode"] = mode;
     }
Пример #6
0
 public void TeleporterTriggerTeleportPlayer(coSimDataBlock thisobj, coPlayer player, coSceneObject exit)
     {
     TransformF targetPosition;
     if (exit["reorientPlayer"].AsBool())
         {
         targetPosition = exit.getTransform();
         }
     else
         {
         targetPosition = exit.getTransform();
         TransformF playerrot = player.getTransform();
         targetPosition.MOrientation.x = playerrot.MOrientation.x;
         targetPosition.MOrientation.y = playerrot.MOrientation.y;
         targetPosition.MOrientation.z = playerrot.MOrientation.z;
         targetPosition.MAngle = playerrot.MAngle;
         }
     player.setTransform(targetPosition);
     Point3F playervelocity = player.getVelocity();
     playervelocity = playervelocity.vectorScale(exit["exitVelocityScale"].AsFloat());
     player.setVelocity(playervelocity);
     // Prevent the object from doing an immediate second teleport
     // In the case of a bidirectional teleporter
     player["isTeleporting"] = true.AsString();
     }
Пример #7
0
        public bool TeleporterTriggerVerifyObject(coSimDataBlock thisobj, coShapeBase obj, coSceneObject entrance, coSceneObject exit)
            {
            // Bail out early if we couldn't find an exit for this teleporter.
            if (!exit.isObject())
                {
                console.error(string.Format("Cound not find an exit for {0}", console.GetVarString(entrance + ".name")));
                return false;
                }


            if (!obj.isMemberOfClass("Player"))
                return false;

            // If the entrance is once sided, make sure the object
            // approached it from it's front.
            if (entrance["oneSided"].AsBool())
                {
                TransformF forwardvector = new TransformF(entrance.getForwardVector());

                Point3F velocity = obj.getVelocity();
                float dotProduct = TransformF.vectorDot(forwardvector, velocity);
                if (dotProduct > 0)
                    return false;
                // If we are coming directly from another teleporter and it happens
                // to be bidirectional, We need to avoid ending sending objects through
                // an infinite loop.

                if (obj["isTeleporting"].AsBool())
                    return false;
                // We only want to teleport players
                // So bail out early if we have found any 
                // other object.


                if (entrance["timeOfLastTeleport"].AsInt() > 0 && entrance["teleporterCooldown"].AsInt() > 0)
                    {
                    int currentTime = console.getSimTime();
                    int timedifference = currentTime - entrance["timeOfLastTeleport"].AsInt();
                    coSimDataBlock db = console.getDatablock(entrance);
                    if (timedifference <= db["teleporterCooldown"].AsInt())
                        return false;
                    }
                }
            return true;
            }
Пример #8
0
        public void TeleporterTriggerOnEnterTrigger(coSimDataBlock thisobj, coSceneObject entrance, coPlayer obj)
            {
            //if (!console.isMemberOfClass(obj, "Player"))
            //    return;

            if (obj["isTeleporting"].AsBool())
                return;
            // Get the location of our target position
            coTrigger exit = entrance["exit"];

            bool valid = TeleporterTriggerVerifyObject(thisobj, obj, entrance, exit);
            if (!valid)
                return;

            TeleporterTriggerTeleFrag(thisobj, obj, exit);
            // Create our entrance effects on all clients.



            coSimObject entranceeffect = entrance["entranceEffect"];
            if (entranceeffect.isObject())
                foreach (coGameConnection client in ClientGroup)
                    {
                    if (console.isObject(client))
                        console.commandToClient(client, "PlayTeleportEffect", new[] { entrance["position"], entranceeffect.getId().AsString() });
                    }


            TeleporterTriggerTeleportPlayer(thisobj, obj, exit);
            // Create our exit effects on all clients.

            coSimObject exitEffect = entrance["exitEffect"];
            if (exitEffect.isObject())
                foreach (coGameConnection client in ClientGroup)
                    {
                    if (console.isObject(client))
                        console.commandToClient(client, "PlayTeleportEffect", new[] { entrance["position"], exitEffect.getId().AsString() });
                    }

            // Record what time we last teleported so we can determine if enough
            // time has elapsed to teleport again
            int tolt = console.getSimTime();
            entrance["timeOfLastTeleport"] = tolt.AsString();

            // If this is a bidirectional teleporter, log it's exit too.
            if (exit["exit"] == entrance["name"])
                exit["timeOfLastTeleport"] = tolt.AsString();


            // Tell the client to play the 2D sound for the player that teleported.
            if (((coSimObject)thisobj["teleportSound"]).isObject() && ((coGameConnection)obj["client"]).isObject())
                {
                ((coGameConnection)obj["client"]).play2D(thisobj["teleportSound"]);
                //GameConnection.play2D(obj, thisobj["teleportSound"]);
                }
            }