projectile.cs 2.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. // "Universal" script methods for projectile damage handling. You can easily
  23. // override these support functions with an equivalent namespace method if your
  24. // weapon needs a unique solution for applying damage.
  25. function ProjectileData::onCollision(%data, %proj, %col, %fade, %pos, %normal)
  26. {
  27. //echo("ProjectileData::onCollision("@%data.getName()@", "@%proj@", "@%col.getClassName()@", "@%fade@", "@%pos@", "@%normal@")");
  28. // Apply damage to the object all shape base objects
  29. if (%data.directDamage > 0)
  30. {
  31. if (%col.getType() & ($TypeMasks::ShapeBaseObjectType))
  32. %col.damage(%proj, %pos, %data.directDamage, %data.damageType);
  33. }
  34. }
  35. function ProjectileData::onExplode(%data, %proj, %position, %mod)
  36. {
  37. //echo("ProjectileData::onExplode("@%data.getName()@", "@%proj@", "@%position@", "@%mod@")");
  38. // Damage objects within the projectiles damage radius
  39. if (%data.damageRadius > 0)
  40. radiusDamage(%proj, %position, %data.damageRadius, %data.radiusDamage, %data.damageType, %data.areaImpulse);
  41. }