//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- // Global movement speed that affects all cameras. This should be moved // into the camera datablock. $Camera::movementSpeed = 40; function Observer::onTrigger(%this,%obj,%trigger,%state) { // state = 0 means that a trigger key was released if (%state == 0) return; // Default player triggers: 0=fire 1=altFire 2=jump %client = %obj.getControllingClient(); switch$ (%obj.mode) { case "Observer": // Do something interesting. case "Corpse": // Fade out the corpse if (isObject(%obj.orbitObj)) { cancelAll(%obj.orbitObj); %obj.orbitObj.schedule(0, "startFade", 1000, 0, true); %obj.orbitObj.schedule(1000, "delete"); } // Viewing dead corpse, so we probably want to respawn. game.preparePlayer(%client); // Set the camera back into observer mode, since in // debug mode we like to switch to it. %this.setMode(%obj,"Observer"); } } function Observer::setMode(%this,%obj,%mode,%arg1,%arg2,%arg3) { switch$ (%mode) { case "Observer": // Let the player fly around %obj.setFlyMode(); case "Corpse": // Lock the camera down in orbit around the corpse, // which should be arg1 %transform = %arg1.getTransform(); %obj.setOrbitMode(%arg1, %transform, 0.5, 4.5, 4.5); %obj.orbitObj = %arg1; } %obj.mode = %mode; }