Commit 281897c4 authored by thecelloman's avatar thecelloman

Removing the Armor script class.

Using PlayerData as the generic namespace.  This is more inline with other default datablock methods.
parent 8d0e6b81
......@@ -649,7 +649,6 @@ datablock PlayerData(DefaultPlayerData)
//exitingWater = ExitingWaterLightSound;
observeParameters = "0.5 4.5 4.5";
class = "armor";
cameraMinDist = "0";
DecalData = "PlayerFootprint";
......
......@@ -23,29 +23,12 @@
// Timeouts for corpse deletion.
$CorpseTimeoutValue = 45 * 1000;
// // Damage Rate for entering Liquid
// $DamageLava = 0.01;
// $DamageHotLava = 0.01;
// $DamageCrustyLava = 0.01;
// Death Animations
$PlayerDeathAnim::TorsoFrontFallForward = 1;
$PlayerDeathAnim::TorsoFrontFallBack = 2;
$PlayerDeathAnim::TorsoBackFallForward = 3;
$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
$PlayerDeathAnim::TorsoRightSpinDeath = 5;
$PlayerDeathAnim::LegsLeftGimp = 6;
$PlayerDeathAnim::LegsRightGimp = 7;
$PlayerDeathAnim::TorsoBackFallForward = 8;
$PlayerDeathAnim::HeadFrontDirect = 9;
$PlayerDeathAnim::HeadBackFallForward = 10;
$PlayerDeathAnim::ExplosionBlowBack = 11;
//----------------------------------------------------------------------------
// Armor Datablock methods
// Player Datablock methods
//----------------------------------------------------------------------------
function Armor::onAdd(%this, %obj)
function PlayerData::onAdd(%this, %obj)
{
// Vehicle timeout
%obj.mountVehicle = true;
......@@ -55,19 +38,19 @@ function Armor::onAdd(%this, %obj)
%obj.setRepairRate(0);
}
function Armor::onRemove(%this, %obj)
function PlayerData::onRemove(%this, %obj)
{
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function Armor::onNewDataBlock(%this, %obj)
function PlayerData::onNewDataBlock(%this, %obj)
{
}
//----------------------------------------------------------------------------
function Armor::onMount(%this, %obj, %vehicle, %node)
function PlayerData::onMount(%this, %obj, %vehicle, %node)
{
// Node 0 is the pilot's position, we need to dismount his weapon.
if (%node == 0)
......@@ -92,7 +75,7 @@ function Armor::onMount(%this, %obj, %vehicle, %node)
}
}
function Armor::onUnmount(%this, %obj, %vehicle, %node)
function PlayerData::onUnmount(%this, %obj, %vehicle, %node)
{
if (%node == 0)
{
......@@ -101,9 +84,9 @@ function Armor::onUnmount(%this, %obj, %vehicle, %node)
}
}
function Armor::doDismount(%this, %obj, %forced)
function PlayerData::doDismount(%this, %obj, %forced)
{
//echo("\c4Armor::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")");
//echo("\c4PlayerData::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")");
// This function is called by player.cc when the jump trigger
// is true while mounted
......@@ -169,7 +152,7 @@ function Armor::doDismount(%this, %obj, %forced)
//----------------------------------------------------------------------------
function Armor::onCollision(%this, %obj, %col)
function PlayerData::onCollision(%this, %obj, %col)
{
if (!isObject(%col) || %obj.getState() $= "Dead")
return;
......@@ -205,14 +188,14 @@ function Armor::onCollision(%this, %obj, %col)
}
}
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
function PlayerData::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
%obj.damage(0, VectorAdd(%obj.getPosition(), %vec), %vecLen * %this.speedDamageScale, "Impact");
}
//----------------------------------------------------------------------------
function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
function PlayerData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
{
if (!isObject(%obj) || %obj.getState() $= "Dead" || !%damage)
return;
......@@ -237,7 +220,7 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy
}
}
function Armor::onDamage(%this, %obj, %delta)
function PlayerData::onDamage(%this, %obj, %delta)
{
// This method is invoked by the ShapeBase code whenever the
// object's damage level changes.
......@@ -259,7 +242,7 @@ function Armor::onDamage(%this, %obj, %delta)
// If we want to deal with the damage information that actually caused this
// death, then we would have to move this code into the script "damage" method.
function Armor::onDisabled(%this, %obj, %state)
function PlayerData::onDisabled(%this, %obj, %state)
{
// Release the main weapon trigger
%obj.setImageTrigger(0, false);
......@@ -293,7 +276,7 @@ function Armor::onDisabled(%this, %obj, %state)
//-----------------------------------------------------------------------------
function Armor::onLeaveMissionArea(%this, %obj)
function PlayerData::onLeaveMissionArea(%this, %obj)
{
//echo("\c4Leaving Mission Area at POS:"@ %obj.getPosition());
......@@ -304,7 +287,7 @@ function Armor::onLeaveMissionArea(%this, %obj)
//%obj.setDamageDt(0.2, "MissionAreaDamage");
}
function Armor::onEnterMissionArea(%this, %obj)
function PlayerData::onEnterMissionArea(%this, %obj)
{
//echo("\c4Entering Mission Area at POS:"@ %obj.getPosition());
......@@ -317,19 +300,19 @@ function Armor::onEnterMissionArea(%this, %obj)
//-----------------------------------------------------------------------------
function Armor::onEnterLiquid(%this, %obj, %coverage, %type)
function PlayerData::onEnterLiquid(%this, %obj, %coverage, %type)
{
//echo("\c4this:"@ %this @" object:"@ %obj @" just entered water of type:"@ %type @" for "@ %coverage @"coverage");
}
function Armor::onLeaveLiquid(%this, %obj, %type)
function PlayerData::onLeaveLiquid(%this, %obj, %type)
{
//
}
//-----------------------------------------------------------------------------
function Armor::onTrigger(%this, %obj, %triggerNum, %val)
function PlayerData::onTrigger(%this, %obj, %triggerNum, %val)
{
// This method is invoked when the player receives a trigger move event.
// The player automatically triggers slot 0 and slot one off of triggers #
......@@ -338,7 +321,7 @@ function Armor::onTrigger(%this, %obj, %triggerNum, %val)
//-----------------------------------------------------------------------------
function Armor::onPoseChange(%this, %obj, %oldPose, %newPose)
function PlayerData::onPoseChange(%this, %obj, %oldPose, %newPose)
{
// Set the script anim prefix to be that of the current pose
%obj.setImageScriptAnimPrefix( $WeaponSlot, addTaggedString(%newPose) );
......@@ -346,12 +329,12 @@ function Armor::onPoseChange(%this, %obj, %oldPose, %newPose)
//-----------------------------------------------------------------------------
function Armor::onStartSprintMotion(%this, %obj)
function PlayerData::onStartSprintMotion(%this, %obj)
{
%obj.setImageGenericTrigger($WeaponSlot, 0, true);
}
function Armor::onStopSprintMotion(%this, %obj)
function PlayerData::onStopSprintMotion(%this, %obj)
{
%obj.setImageGenericTrigger($WeaponSlot, 0, false);
}
......
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