//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- // "Universal" script methods for projectile damage handling. You can easily // override these support functions with an equivalent namespace method if your // weapon needs a unique solution for applying damage. function ProjectileData::onCollision(%data, %proj, %col, %fade, %pos, %normal) { //echo("ProjectileData::onCollision("@%data.getName()@", "@%proj@", "@%col.getClassName()@", "@%fade@", "@%pos@", "@%normal@")"); // Apply damage to the object all shape base objects if (%data.directDamage > 0) { if (%col.getType() & ($TypeMasks::ShapeBaseObjectType)) %col.damage(%proj, %pos, %data.directDamage, %data.damageType); } } function ProjectileData::onExplode(%data, %proj, %position, %mod) { //echo("ProjectileData::onExplode("@%data.getName()@", "@%proj@", "@%position@", "@%mod@")"); // Damage objects within the projectiles damage radius if (%data.damageRadius > 0) radiusDamage(%proj, %position, %data.damageRadius, %data.radiusDamage, %data.damageType, %data.areaImpulse); }