//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- function PhysicsShapeData::damage(%this, %obj, %sourceObject, %position, %amount, %damageType) { // Order of operations is extremely important here! // Verify that any changes will not cause this method to overflow the stack // recursively calling itself. // Note that invulerable, damageRadius, areaImpulse, radiusDamage, and damageType // are only dynamic fields... This is fine so long as you are only calling // this method server-side, just keep in mind these fields are NOT networked. if ( %this.invulnerable || %amount < 0 || ( %this.minDamageAmount != 0 && %amount < %this.minDamageAmount ) ) return; // We cannot destroy things twice. if ( %obj.isDestroyed() ) return; // This sets a maskbit on the server PhysicsShape which will cause the // client object to destroy ( spawn debris ) during the next ghost update. %obj.destroy(); // Single-player hack... // In a single-player situation the radial impulse NetEvent will // be applied client-side immediately when we call it, which means it will // happen before the next ghost update and the debris won't even exist yet! // // So we are explicitly calling destroy on the client-side object first, // before sending the event. // if ( %obj.getClientObject() ) %obj.getClientObject().destroy(); if ( %this.damageRadius > 0 ) { // Send impulse event to affect objects from the explosion of this object. // Happens server-side and client-side. if ( %this.areaImpulse > 0 ) RadialImpulseEvent::send( %position, %this.damageRadius, %this.areaImpulse ); // Apply damage to objects from the explosion of this object. if ( %this.radiusDamage > 0 ) radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType ); } }