Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
628 lines
17 KiB
C++
628 lines
17 KiB
C++
#include "MW4Headers.hpp"
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#include "Helicopter.hpp"
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#include <Adept\Effect.hpp>
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#include <Adept\CollisionGrid.hpp>
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#include <Adept\EntityManager.hpp>
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//#############################################################################
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//############################### Helicopter ############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Helicopter::ClassData*
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Helicopter::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::InitializeClass()
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{
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Check_Object(ExecutionStateEngine::DefaultData);
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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HelicopterClassID,
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"MechWarrior4::Helicopter",
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BaseClass::DefaultData,
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NULL, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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(Entity::GameModel::Factory)GameModel::ConstructOBBStream,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
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AnimationStateEngine::Make
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Helicopter*
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Helicopter::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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Helicopter *new_entity = new
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Helicopter(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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Check_Object(EntityManager::GetInstance());
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EntityManager::GetInstance()->AddMover(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Helicopter::Helicopter(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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):
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Airplane(class_data, message, base_id, element),
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m_takeOffEffect(NULL),
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m_takeOffGroundEffect(NULL),
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m_landingEffect(NULL),
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m_landingGroundEffect(NULL)
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{
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Check_Pointer(this);
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Check_Object(message);
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CommonCreation(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Helicopter::~Helicopter()
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{
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Check_Pointer(this);
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if(m_takeOffEffect.GetCurrent())
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delete m_takeOffEffect.GetCurrent();
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if(m_takeOffGroundEffect.GetCurrent())
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delete m_takeOffGroundEffect.GetCurrent();
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if(m_landingEffect.GetCurrent())
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delete m_landingEffect.GetCurrent();
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if(m_landingGroundEffect.GetCurrent())
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delete m_landingGroundEffect.GetCurrent();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::CommonCreation(CreateMessage *message)
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{
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Check_Object(this);
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Check_Object(message);
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m_StartTakeoffEffect = false;
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m_StartLandingEffect = false;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::Respawn(Entity__CreateMessage *message)
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{
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Check_Object(this);
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Check_Object(message);
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BaseClass::Respawn(message);
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CreateMessage *helicopter_message = Cast_Pointer(CreateMessage *, message);
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CommonCreation(helicopter_message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(this);
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Check_Object(message);
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STOP(("Not implemented"));
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BaseClass::Reuse(message, base_id);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Helicopter::PostCollisionExecute(Time till)
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{
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Check_Object(this);
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if (m_StartTakeoffEffect)
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{
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CreateTakeOffEffect();
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CreateTakeOffGroundEffect(m_EffectGroundPosition);
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m_StartTakeoffEffect = false;
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}
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if (m_StartLandingEffect)
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{
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CreateLandingEffect();
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CreateLandingGroundEffect(m_EffectGroundPosition);
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m_StartLandingEffect = false;
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}
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Airplane::PostCollisionExecute (till);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::TakeOff(Stuff::Scalar runway_distance)
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{
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Check_Object(this);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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takeOffTargetPosition = GetLocalToWorld();
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Stuff::Line3D line;
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Point3D point;
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point.x = takeOffTargetPosition.x;
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point.z = takeOffTargetPosition.z;
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point.y = flyingAltitude+100.0f;
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line.m_length = flyingAltitude+300.0f;
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line.m_direction = Vector3D::Down;
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line.SetOrigin(point);
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//
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// Prepare query
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//
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Stuff::Normal3D inormal;
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Stuff::Line3D iline;
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Stuff::Normal3D normal;
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Entity::CollisionQuery query(&line, &normal, Entity::CanBeWalkedOnFlag, NULL);
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//
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// Cast ray
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//
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Adept::Entity *entity_hit;
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Check_Object(CollisionGrid::Instance);
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entity_hit = CollisionGrid::Instance->ProjectLine(&query);
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line.FindEnd(&point);
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m_StartTakeoffEffect = true;
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m_EffectGroundPosition = point;
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// CreateTakeOffEffect();
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// CreateTakeOffGroundEffect(point);
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takeOffTargetPosition = Vector3D(takeOffTargetPosition.x, point.y + flyingAltitude, takeOffTargetPosition.z);
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localSpaceDrag.linearMotion = model->linearDragCoefficients;
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localSpaceDrag.angularMotion = model->angularDragCoefficients;
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LinearMatrix4D world_to_local;
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world_to_local.Invert(GetLocalToWorld());
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localSpaceAcceleration.linearMotion.Multiply(
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worldSpaceAcceleration.linearMotion,
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world_to_local
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);
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localSpaceAcceleration.angularMotion.Multiply(
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worldSpaceAcceleration.angularMotion,
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world_to_local
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);
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Check_Object(executionState);
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executionState->RequestState(ExecutionStateEngine::TakingOffMotionState);
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m_OnGround = false;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Helicopter::Land(void)
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{
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Check_Object(this);
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Check_Object(executionState);
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landTargetPosition = GetLocalToWorld();
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Stuff::Line3D line;
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Point3D point;
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point.x = landTargetPosition.x;
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point.z = landTargetPosition.z;
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point.y = landTargetPosition.y-10;
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line.m_length = flyingAltitude+300.0f;
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line.m_direction = Vector3D::Down;
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line.SetOrigin(point);
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//
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// Prepare query
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//
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Stuff::Normal3D inormal;
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Stuff::Line3D iline;
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Stuff::Normal3D normal;
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Entity::CollisionQuery query(&line, &normal, Entity::CanBeWalkedOnFlag, NULL);
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//
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// Cast ray
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//
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Adept::Entity *entity_hit;
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Check_Object(CollisionGrid::Instance);
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entity_hit = CollisionGrid::Instance->ProjectLine(&query);
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line.FindEnd(&point);
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m_StartLandingEffect = true;
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m_EffectGroundPosition = point;
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// CreateLandingEffect();
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// CreateLandingGroundEffect(point);
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landTargetPosition = Vector3D(landTargetPosition.x, point.y, landTargetPosition.z);
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executionState->RequestState(ExecutionStateEngine::LandingMotionState);
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m_OnGround = true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Helicopter::TakeOffThrusterSimulation(Stuff::Time till, const Stuff::Vector3D& new_velocity, const Stuff::Vector3D& instantanious_angular_velocity,bool canswitch)
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{
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Check_Object(this);
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Point3D current_pos;
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current_pos = GetLocalToWorld();
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Scalar time_slice = GetTimeSlice(till);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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Vector3D new_speed = Vector3D::Identity;
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new_speed.y = model->takeOffSpeed;
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new_speed.x = new_speed.z = 0;
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Clamp(new_speed.y, 0.0f, model->takeOffSpeed);
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localSpaceVelocity.linearMotion = new_speed;
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worldSpaceVelocity.linearMotion = localSpaceVelocity.linearMotion; // helicopters go straight up
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// worldSpaceVelocity.linearMotion.Multiply(new_speed, GetLocalToWorld());
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pitchDemand = 0.3f;
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Vector3D rotation_vector;
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rotation_vector.x = pitchDemand * model->pitchSpeed * time_slice;
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Clamp(rotation_vector.x, -model->pitchDegree, model->pitchDegree);
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rotation_vector.y = (yawDemand * model->fullStopTurnRate);
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rotation_vector.z = (rollDemand * model->fullStopTurnRate);
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localSpaceVelocity.angularMotion = rotation_vector;
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worldSpaceVelocity.angularMotion.Multiply(rotation_vector, GetLocalToWorld());
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//
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//---------------------------------------------------
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// Make a matrix representing the rotation this frame
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//---------------------------------------------------
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//
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Vector3D spin_axis;
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spin_axis.Multiply(worldSpaceVelocity.angularMotion, time_slice);
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UnitQuaternion spin;
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spin = spin_axis;
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//
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//-------------------------------------------------------------------------
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// Convert the EulerAngles into a matrix and create the new rotation matrix
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// through concatenation
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//-------------------------------------------------------------------------
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//
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UnitQuaternion rotation;
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rotation = initialLocalToParent;
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UnitQuaternion desire;
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desire.Multiply(rotation, spin);
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LinearMatrix4D new_position(true);
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new_position.BuildRotation(desire);
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Vector3D delta;
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delta.Multiply(worldSpaceVelocity.linearMotion, time_slice);
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Vector3D rotated_vector;
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rotated_vector.Multiply(delta, new_position);
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Point3D old_translation(initialLocalToParent);
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Point3D new_translation;
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new_translation.Add(
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old_translation,
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rotated_vector
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);
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new_position.BuildTranslation(new_translation);
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//
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//----------------------------------------------
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// Adjust position from network
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//----------------------------------------------
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//
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YawPitchRoll correction_angle;
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Point3D correction_position;
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GetNetworkAdjustment(time_slice, correction_position, correction_angle);
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YawPitchRoll new_rotation;
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new_rotation = desire;
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new_translation += correction_position;
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new_rotation.yaw.angle += correction_angle.yaw.angle;
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new_rotation.pitch.angle += correction_angle.pitch.angle;
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new_rotation.roll.angle += correction_angle.roll.angle;
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new_position = LinearMatrix4D::Identity;
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new_position.BuildRotation(desire);
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new_position.BuildTranslation(new_translation);
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//
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//----------------------------------------------
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// Set the new position
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//----------------------------------------------
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//
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SetNewLocalToParent(new_position);
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if(current_pos.y >= takeOffTargetPosition.y)
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{
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Check_Object(executionState);
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if(m_takeOffEffect.GetCurrent())
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{
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m_takeOffEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
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}
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if(m_takeOffGroundEffect.GetCurrent())
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{
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m_takeOffGroundEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
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}
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executionState->RequestState(ExecutionStateEngine::FlyingMotionState);
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m_OnGround = false;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Helicopter::LandingMovementSimulation(Stuff::Time till)
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{
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Check_Object(this);
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speedDemand = 0.0f;
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speedDemandKPH = 0.0f;
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currentSpeedMPS = 0;
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speedDemandMPS = 0;
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Point3D current_pos;
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current_pos = GetLocalToWorld();
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Scalar time_slice = GetTimeSlice(till);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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Vector3D new_speed = Vector3D::Identity;
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new_speed.y = -model->takeOffSpeed;
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new_speed.x = new_speed.z = 0;
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Clamp(new_speed.y, -model->takeOffSpeed, 0.0f);
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localSpaceVelocity.linearMotion = new_speed;
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worldSpaceVelocity.linearMotion = localSpaceVelocity.linearMotion; // helicopters come straight down
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// worldSpaceVelocity.linearMotion.Multiply(new_speed, GetLocalToWorld());
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if (pitchAngle < 0)
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{
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pitchAngle += (model->pitchSpeed*time_slice);
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Max_Clamp(pitchAngle, 0);
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}
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else if (pitchAngle > 0)
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{
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pitchAngle -= (model->pitchSpeed*time_slice);
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Min_Clamp(pitchAngle, 0);
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}
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Vector3D rotation_vector;
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rotation_vector.x = pitchDemand * model->pitchSpeed * time_slice;
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Clamp(rotation_vector.x, -model->pitchDegree, model->pitchDegree);
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rotation_vector.y = (yawDemand * model->fullStopTurnRate);
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rotation_vector.z = (rollDemand * model->fullStopTurnRate);
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localSpaceVelocity.angularMotion = rotation_vector;
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worldSpaceVelocity.angularMotion.Multiply(rotation_vector, GetLocalToWorld());
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//
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//---------------------------------------------------
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// Make a matrix representing the rotation this frame
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//---------------------------------------------------
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//
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Vector3D spin_axis;
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spin_axis.Multiply(worldSpaceVelocity.angularMotion, time_slice);
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UnitQuaternion spin;
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spin = spin_axis;
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//
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//-------------------------------------------------------------------------
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// Convert the EulerAngles into a matrix and create the new rotation matrix
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// through concatenation
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//-------------------------------------------------------------------------
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//
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UnitQuaternion rotation;
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rotation = initialLocalToParent;
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UnitQuaternion desire;
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desire.Multiply(rotation, spin);
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LinearMatrix4D new_position(true);
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new_position.BuildRotation(desire);
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Vector3D delta;
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delta.Multiply(worldSpaceVelocity.linearMotion, time_slice);
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Vector3D rotated_vector;
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rotated_vector.Multiply(delta, new_position);
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Point3D old_translation(initialLocalToParent);
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Point3D new_translation;
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new_translation.Add(old_translation,rotated_vector);
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new_position.BuildTranslation(new_translation);
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//
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//----------------------------------------------
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// Adjust position from network
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//----------------------------------------------
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//
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YawPitchRoll correction_angle;
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Point3D correction_position;
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GetNetworkAdjustment(time_slice, correction_position, correction_angle);
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YawPitchRoll new_rotation;
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new_rotation = desire;
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new_rotation.pitch = pitchAngle;
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new_translation += correction_position;
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new_rotation.yaw.angle += correction_angle.yaw.angle;
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new_rotation.pitch.angle += correction_angle.pitch.angle;
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new_rotation.roll.angle += correction_angle.roll.angle;
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new_position = LinearMatrix4D::Identity;
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new_position.BuildRotation(new_rotation);
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new_position.BuildTranslation(new_translation);
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pitchAngle = new_rotation.pitch;
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//
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//----------------------------------------------
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// Set the new position
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//----------------------------------------------
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//
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SetNewLocalToParent(new_position);
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if(current_pos.y <= landTargetPosition.y)
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{
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Check_Object(executionState);
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if(m_landingEffect.GetCurrent())
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{
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m_landingEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
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}
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if(m_landingGroundEffect.GetCurrent())
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{
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m_landingGroundEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
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}
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executionState->RequestState(ExecutionStateEngine::NeverExecuteState);
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m_OnGround = false;
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pitchDemand = 0;
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yawDemand = 0;
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rollDemand = 0;
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speedDemand = 0;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::CreateTakeOffEffect()
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{
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Check_Object(this);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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if(model->takeOffResource != ResourceID::Null)
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{
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if(!m_takeOffEffect.GetCurrent())
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{
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Effect *effect = CreateLoopingEffect(model->takeOffResource, this, true);
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if(effect)
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m_takeOffEffect.Add(effect);
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}
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Helicopter::CreateTakeOffGroundEffect(Point3D point)
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{
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Check_Object(this);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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if(model->takeOffGroundResource != ResourceID::Null)
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{
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if(!m_takeOffGroundEffect.GetCurrent())
|
|
{
|
|
Effect *effect = CreateLoopingEffect(model->takeOffGroundResource, point);
|
|
if(effect)
|
|
m_takeOffGroundEffect.Add(effect);
|
|
}
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Helicopter::CreateLandingEffect()
|
|
{
|
|
Check_Object(this);
|
|
|
|
const GameModel *model = GetGameModel();
|
|
Check_Object(model);
|
|
|
|
if(model->landingResource != ResourceID::Null)
|
|
{
|
|
if(!m_landingEffect.GetCurrent())
|
|
{
|
|
Effect *effect = CreateLoopingEffect(model->landingResource, this, true);
|
|
if(effect)
|
|
m_landingEffect.Add(effect);
|
|
}
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void
|
|
Helicopter::CreateLandingGroundEffect(Point3D point)
|
|
{
|
|
Check_Object(this);
|
|
|
|
const GameModel *model = GetGameModel();
|
|
Check_Object(model);
|
|
|
|
if(model->landingGroundResource != ResourceID::Null)
|
|
{
|
|
if(!m_landingGroundEffect.GetCurrent())
|
|
{
|
|
Effect *effect = CreateLoopingEffect(model->landingGroundResource, point);
|
|
if(effect)
|
|
m_landingGroundEffect.Add(effect);
|
|
}
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
|
|
void
|
|
Helicopter::TestInstance() const
|
|
{
|
|
Verify(IsDerivedFrom(DefaultData));
|
|
}
|