public virtual void mountPlayer(TurretShape turret, ShapeBase player) { if (turret.isObject() && turret.getDamageState() != "Destroyed") { //todo change to csharp turret.call("setMountTurret", player); } }
public virtual int findEmptySeat(TurretShape turret, ShapeBase player) { for (int i = 0; i < this["numMountPoints"].AsInt(); i++) { int node = turret.getMountNodeObject(i); if (node == 0) { return(i); } } return(-1); }
public virtual void onMountObject(TurretShape turret, ShapeBase player, int node) { if (turret["entranceThread"].AsInt() < 0) { return; } int et = turret["entranceThread"].AsInt(); turret.setThreadDir(et, false); turret.setThreadPosition(et, 0); turret.playThread(et, string.Empty); }
public virtual void onUnmountObject(TurretShape turret, ShapeBase player) { if (turret["entranceThread"].AsInt() < 0) { return; } int et = turret["entranceThread"].AsInt(); // Play the entrance thread backwards for an exit turret.setThreadDir(et, false); turret.setThreadPosition(et, (float)1.0); turret.playThread(et, string.Empty); }
public virtual int switchSeats(TurretShape turret, ShapeBase player) { for (int i = 0; i < this["numMountPoints"].AsInt(); i++) { int node = turret.getMountNodeObject(i); if (node == player || node != 0) { continue; } if (node == 0) { return(i); } } return(-1); }
public virtual void setMountTurret(TurretShape turret, ShapeBase player) { if (!turret.isObject() || turret.getDamageState() == "Destroyed") { return; } //todo convert to csharp int node = call("findEmptySeat", turret, player).AsInt(); if (node < 0) { return; } turret.mountObject(player, node, new TransformF("0 0 0")); player["mVehicle"] = turret; }
public override void onDestroyed(ShapeBase obj, string lastState) { // This method is invoked by the ShapeBase code whenever the // object's damage state changes. // Fade out the destroyed object. Then schedule a return. int destroydelay = iGlobal["$TurretShape::DestroyedFadeDelay"]; obj.startFade(1000, destroydelay, true); obj.schedule((destroydelay + 1000).AsString(), "delete"); TurretShape ts = obj.ID; if (ts.doRespawn()) { ((SimSet)"MissionGroup").schedule(sGlobal["$TurretShape::RespawnTime"], "respawnTurret", this, console.GetClassName(obj), obj.getTransform().AsString(), true.AsString(), true.AsString()); } }
public virtual void onUnmountObject(TurretShape turret, SceneObject obj){}
public virtual void onStickyCollision(TurretShape obj){}
public virtual void onMountObject(TurretShape turret, ShapeBase player, int node) { if (turret["entranceThread"].AsInt() < 0) return; int et = turret["entranceThread"].AsInt(); turret.setThreadDir(et, false); turret.setThreadPosition(et, 0); turret.playThread(et, string.Empty); }
public virtual void onMountObject(TurretShape turret, SceneObject obj, int node){}
public virtual void mountPlayer(TurretShape turret, ShapeBase player) { if (turret.isObject() && turret.getDamageState() != "Destroyed") //todo change to csharp turret.call("setMountTurret", player); }
public virtual void onUnmountObject(TurretShape turret, ShapeBase player) { if (turret["entranceThread"].AsInt() < 0) return; int et = turret["entranceThread"].AsInt(); // Play the entrance thread backwards for an exit turret.setThreadDir(et, false); turret.setThreadPosition(et, (float) 1.0); turret.playThread(et, string.Empty); }
public virtual void setMountTurret(TurretShape turret, ShapeBase player) { if (!turret.isObject() || turret.getDamageState() == "Destroyed") return; //todo convert to csharp int node = call("findEmptySeat", turret, player).AsInt(); if (node < 0) return; turret.mountObject(player, node, new TransformF("0 0 0")); player["mVehicle"] = turret; }
public virtual int findEmptySeat(TurretShape turret, ShapeBase player) { for (int i = 0; i < this["numMountPoints"].AsInt(); i++) { int node = turret.getMountNodeObject(i); if (node == 0) return i; } return -1; }
public virtual void isMountable(TurretShape obj, string val) { obj["mountable"] = val; }
public virtual int switchSeats(TurretShape turret, ShapeBase player) { for (int i = 0; i < this["numMountPoints"].AsInt(); i++) { int node = turret.getMountNodeObject(i); if (node == player || node != 0) continue; if (node == 0) return i; } return -1; }