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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- // This file contains script methods unique to the WheeledVehicle class. All
- // other necessary methods are contained in "../server/scripts/vehicle.cs" in
- // which the "generic" Vehicle class methods that are shared by all vehicles,
- // (flying, hover, and wheeled) can be found.
- // Parenting is in place for WheeledVehicleData to VehicleData. This should
- // make it easier for people to simply drop in new (generic) vehicles. All that
- // the user needs to create is a set of datablocks for the new wheeled vehicle
- // to use. This means that no (or little) scripting should be necessary.
- function WheeledVehicleData::onAdd(%this, %obj)
- {
- Parent::onAdd(%this, %obj);
- // Setup the car with some tires & springs
- for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
- {
- %obj.setWheelTire(%i, DefaultCarTire);
- %obj.setWheelSpring(%i, DefaultCarSpring);
- %obj.setWheelPowered(%i, false);
- }
- // Steer with the front tires
- %obj.setWheelSteering(0, 1);
- %obj.setWheelSteering(1, 1);
- // Only power the two rear wheels... assuming there are only 4 wheels.
- %obj.setWheelPowered(2, true);
- %obj.setWheelPowered(3, true);
- }
- function WheeledVehicleData::onCollision(%this, %obj, %col, %vec, %speed)
- {
- // Collision with other objects, including items
- }
- // Used to kick the players out of the car that your crosshair is over
- function serverCmdcarUnmountObj(%client, %obj)
- {
- %obj.unmount();
- %obj.setControlObject(%obj);
- %ejectpos = %obj.getPosition();
- %ejectpos = VectorAdd(%ejectpos, "0 0 5");
- %obj.setTransform(%ejectpos);
- %ejectvel = %obj.mVehicle.getVelocity();
- %ejectvel = VectorAdd(%ejectvel, "0 0 10");
- %ejectvel = VectorScale(%ejectvel, %obj.getDataBlock().mass);
- %obj.applyImpulse(%ejectpos, %ejectvel);
- }
- // Used to flip the car over if it manages to get stuck upside down
- function serverCmdflipCar(%client)
- {
- %car = %client.player.getControlObject();
- if (%car.getClassName() $= "WheeledVehicle")
- {
- %carPos = %car.getPosition();
- %carPos = VectorAdd(%carPos, "0 0 3");
- %car.setTransform(%carPos SPC "0 0 1 0");
- }
- }
- function serverCmdsetPlayerControl(%client)
- {
- %client.setControlObject(%client.player);
- }
- function serverCmddismountVehicle(%client)
- {
- %car = %client.player.getControlObject();
-
- %passenger = %car.getMountNodeObject(0);
- %passenger.getDataBlock().doDismount(%passenger, true);
-
- %client.setControlObject(%client.player);
- }
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