levelLoad.cs 2.8 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. // Whether the local client is currently running a mission.
  23. $Client::missionRunning = false;
  24. // Sequence number for currently running mission.
  25. $Client::missionSeq = -1;
  26. // Called when mission is started.
  27. function clientStartMission()
  28. {
  29. // The client recieves a mission start right before
  30. // being dropped into the game.
  31. physicsStartSimulation( "client" );
  32. // Start game audio effects channels.
  33. AudioChannelEffects.play();
  34. // Create client mission cleanup group.
  35. new SimGroup( ClientMissionCleanup );
  36. // Done.
  37. $Client::missionRunning = true;
  38. }
  39. // Called when mission is ended (either through disconnect or
  40. // mission end client command).
  41. function clientEndMission()
  42. {
  43. // Stop physics simulation on client.
  44. physicsStopSimulation( "client" );
  45. // Stop game audio effects channels.
  46. AudioChannelEffects.stop();
  47. // Delete all the decals.
  48. decalManagerClear();
  49. // Delete client mission cleanup group.
  50. if( isObject( ClientMissionCleanup ) )
  51. ClientMissionCleanup.delete();
  52. clearClientPaths();
  53. // Done.
  54. $Client::missionRunning = false;
  55. }
  56. //----------------------------------------------------------------------------
  57. // Mission start / end events sent from the server
  58. //----------------------------------------------------------------------------
  59. function clientCmdMissionStart(%seq)
  60. {
  61. clientStartMission();
  62. $Client::missionSeq = %seq;
  63. }
  64. function clientCmdMissionEnd( %seq )
  65. {
  66. if( $Client::missionRunning && $Client::missionSeq == %seq )
  67. {
  68. clientEndMission();
  69. $Client::missionSeq = -1;
  70. }
  71. }