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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: HeightDieUpdate.h ////////////////////////////////////////////////////////////////////////
- // Author: Objects that will die when the are a certain height above the terrain or objects
- // Desc: Colin Day, April 2002
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __HEIGHTDIEUPDATE_H_
- #define __HEIGHTDIEUPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/UpdateModule.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class HeightDieUpdateModuleData: public UpdateModuleData
- {
- public:
- HeightDieUpdateModuleData( void );
- static void buildFieldParse(MultiIniFieldParse& p);
- Real m_targetHeightAboveTerrain; ///< die at this height above terrain
- Bool m_targetHeightIncludesStructures; ///< target height considers terrain AND structure height underneath us
- Bool m_onlyWhenMovingDown; ///< don't detonate unless moving in downward z dir
- Real m_destroyAttachedParticlesAtHeight; ///< HACK, destroy any attached particle system of object when below this height
- Bool m_snapToGroundOnDeath; ///< snap to the ground when killed
- UnsignedInt m_initialDelay; ///< Don't explode before this time
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class HeightDieUpdate : public UpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( HeightDieUpdate, "HeightDieUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( HeightDieUpdate, HeightDieUpdateModuleData )
- public:
- HeightDieUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual UpdateSleepTime update();
- protected:
-
- Bool m_hasDied; ///< TRUE once we have triggered death
- Bool m_particlesDestroyed; ///< TRUE once we destroy attached systems (so we do it only once)
- Coord3D m_lastPosition; ///< we record our last position for logic that needs to know our direction of travel
- UnsignedInt m_earliestDeathFrame; ///< Earliest we are allowed to think about dying
- };
- #endif // end __HEIGHTDIEUPDATE_H_
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