CEL

Public API Reference

iPcDamage Struct Reference

This is a property class for damage emitting. More...

#include <propclass/damage.h>

Inheritance diagram for iPcDamage:

List of all members.

Public Member Functions

virtual void AreaDamage (float radius)=0
 Do area damage.
virtual void BeamDamage (const csVector3 &direction, float maxdist)=0
 Do beam damage.
virtual float GetDamage () const =0
 Get the amount of damage.
virtual const csVector3GetDamagePosition () const =0
 Get the source position for the damage (only if explicitly set).
virtual const char * GetDamageSector () const =0
 Get the source sector for the damage (only if explicitly set).
virtual const char * GetDamageSource () const =0
 Get the source name for the damage.
virtual const char * GetDamageType () const =0
 Get the type of damage.
virtual const char * GetFallOff () const =0
 Get the damage falloff.
virtual void SetDamage (float amount)=0
 Set the amount of damage.
virtual void SetDamageLocation (const char *sectorname, const csVector3 &pos)=0
 Set the source location for the damage.
virtual void SetDamageSource (const char *source)=0
 Set the source name for the damage.
virtual void SetDamageType (const char *type)=0
 Set the type of damage.
virtual void SetFallOff (const char *f)=0
 Set the damage falloff ('constant', 'normal', or 'linear').
virtual void SingleDamage (const char *target)=0
 Do single damage.

Detailed Description

This is a property class for damage emitting.

Attach this property class to entities that can cause damage to other entities. Causing damage is basically a matter of sending a message to the affected entities. The affecting entity will have to handle the damage in whatever way is appropriate.

This property class can send out the following messages:

This property class supports the following actions (add prefix 'cel.damage.action.' if you want to access this action through a message):

This property class supports the following properties:

Definition at line 59 of file damage.h.


Member Function Documentation

virtual void iPcDamage::AreaDamage ( float  radius  )  [pure virtual]

Do area damage.

virtual void iPcDamage::BeamDamage ( const csVector3 direction,
float  maxdist 
) [pure virtual]

Do beam damage.

virtual float iPcDamage::GetDamage (  )  const [pure virtual]

Get the amount of damage.

virtual const csVector3& iPcDamage::GetDamagePosition (  )  const [pure virtual]

Get the source position for the damage (only if explicitly set).

virtual const char* iPcDamage::GetDamageSector (  )  const [pure virtual]

Get the source sector for the damage (only if explicitly set).

virtual const char* iPcDamage::GetDamageSource (  )  const [pure virtual]

Get the source name for the damage.

virtual const char* iPcDamage::GetDamageType (  )  const [pure virtual]

Get the type of damage.

virtual const char* iPcDamage::GetFallOff (  )  const [pure virtual]

Get the damage falloff.

virtual void iPcDamage::SetDamage ( float  amount  )  [pure virtual]

Set the amount of damage.

virtual void iPcDamage::SetDamageLocation ( const char *  sectorname,
const csVector3 pos 
) [pure virtual]

Set the source location for the damage.

If this is not given then this property class will try to find the attached pcmesh.

virtual void iPcDamage::SetDamageSource ( const char *  source  )  [pure virtual]

Set the source name for the damage.

If not set it is sent as the name of the entity setting the damage.

virtual void iPcDamage::SetDamageType ( const char *  type  )  [pure virtual]

Set the type of damage.

virtual void iPcDamage::SetFallOff ( const char *  f  )  [pure virtual]

Set the damage falloff ('constant', 'normal', or 'linear').

'normal' is default.

virtual void iPcDamage::SingleDamage ( const char *  target  )  [pure virtual]

Do single damage.


The documentation for this struct was generated from the following file:

Generated for CEL: Crystal Entity Layer 2.0 by doxygen 1.6.1