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2025-07-19 23:30:20 +02:00

146 lines
3.6 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// nature.cpp: nature
#include "nature.h"
/*****************************************************************************/
/*QUAKED func_emitter (0 0.25 0.5) ?
"emitter" - Name of emitter to use.
******************************************************************************/
Event EV_Emitter_EmitterName
(
"emitter",
EV_DEFAULT,
"s",
"name",
"Emitter to use",
EV_NORMAL
);
CLASS_DECLARATION(Entity, Emitter, "func_emitter") {
{&EV_Emitter_EmitterName, &Emitter::EmitterName},
{NULL, NULL }
};
Emitter::Emitter()
{
edict->s.eType = ET_EMITTER;
}
void Emitter::setEmitter(str name)
{
emitterName = name;
edict->s.tag_num = gi.imageindex(emitterName);
}
void Emitter::EmitterName(Event *ev)
{
setEmitter(ev->GetString(1));
}
/*****************************************************************************/
/*QUAKED func_rain (0 0.25 0.5) ?
This creates a raining effect in the brush
"emitter" - Name of emitter to use for the rain.
******************************************************************************/
CLASS_DECLARATION(Entity, Rain, "func_rain") {
{NULL, NULL}
};
Rain::Rain()
{
if (LoadingSavegame) {
// Archive function will setup all necessary data
return;
}
setSolidType(SOLID_NOT);
edict->s.eType = ET_RAIN;
setRainName("defaultrain");
}
void Rain::setRainName(str name)
{
rainName = name;
edict->s.tag_num = gi.imageindex(rainName);
}
/*****************************************************************************/
/* Plant Puffdaddy */
/*****************************************************************************/
Event EV_PuffDaddy_Idle
(
"idle",
EV_DEFAULT,
NULL,
NULL,
"Animates the puff daddy.",
EV_NORMAL
);
CLASS_DECLARATION(Animate, PuffDaddy, "plant_puffdaddy") {
{&EV_Touch, &PuffDaddy::Touch},
{&EV_PuffDaddy_Idle, &PuffDaddy::Idle },
{NULL, NULL }
};
void PuffDaddy::Idle(Event *ev)
{
NewAnim("idle");
}
void PuffDaddy::Touch(Event *ev)
{
Entity *other;
other = ev->GetEntity(1);
if (!other->inheritsFrom("Sentient")) {
return;
}
NewAnim("touch", EV_PuffDaddy_Idle);
//SetFrame( 0 );
SurfaceCommand("puffdaddy", "+nodraw");
setSolidType(SOLID_NOT);
}
PuffDaddy::PuffDaddy()
{
if (LoadingSavegame) {
// Archive function will setup all necessary data
return;
}
setSolidType(SOLID_TRIGGER);
edict->s.eType = ET_MODELANIM;
setModel("plant_puffdaddy.tik");
PostEvent(EV_Show, 0);
//showModel();
}