ShapeBase::MountedImage
An image mounted on a shapebase.
Classes:
Represent the state of a specific particle emitter on the image.
State
Variables tracking the state machine representing this specific mounted image.
bool
Is the image loaded?
bool
Is the next state going to result in the image being loaded?
Alternate fire skip count.
Reload skip count.
bool
Is the trigger down?
bool
Is the second trigger down?
bool
Do we have ammo?
bool
Have we acquired a targer?
bool
Is the weapon wet?
bool
Is the player in motion?
bool
genericTrigger [ShapeBaseImageData::MaxGenericTriggers]
Generic triggers not assigned to anything in particular.
3space
Handles to threads and shapeinstances in the 3space system.
shapeInstance [ShapeBaseImageData::MaxShapes]
TSThread *
ambientThread [ShapeBaseImageData::MaxShapes]
TSThread *
animThread [ShapeBaseImageData::MaxShapes]
TSThread *
flashThread [ShapeBaseImageData::MaxShapes]
TSThread *
spinThread [ShapeBaseImageData::MaxShapes]
bool
Should all threads animate across all shapes to keep them in sync?
bool
If the mounted image's owner is being controlled by the client and the image's datablock animateAllShapes field is true then set this to true and pass along to the client.
Tracks the last shape index.
Effects
Variables relating to lights, sounds, and particles.
updateSoundSources(const MatrixF & renderTransform)
addSoundSource(SFXSource * source)
Public Attributes
Public Functions
Detailed Description
An image mounted on a shapebase.
State
Variables tracking the state machine representing this specific mounted image.
bool loaded
Is the image loaded?
bool nextLoaded
Is the next state going to result in the image being loaded?
F32 delayTime
Time till next state.
F32 rDT
Remainder delta time. Used internally.
U32 fireCount
Fire skip count.
This is incremented every time the triggerDown bit is changed, so that the engine won't be too confused if the player toggles the trigger a bunch of times in a short period.
note:The network deals with this variable at 3-bit precision, so it can only range 0-7.
U32 altFireCount
Alternate fire skip count.
U32 reloadCount
Reload skip count.
bool triggerDown
Is the trigger down?
bool altTriggerDown
Is the second trigger down?
bool ammo
Do we have ammo?
May be true based on either energy OR ammo.
bool target
Have we acquired a targer?
bool wet
Is the weapon wet?
bool motion
Is the player in motion?
bool genericTrigger [ShapeBaseImageData::MaxGenericTriggers]
Generic triggers not assigned to anything in particular.
These may be used to indicate some transition should occur.
3space
Handles to threads and shapeinstances in the 3space system.
TSShapeInstance * shapeInstance [ShapeBaseImageData::MaxShapes]
TSThread * ambientThread [ShapeBaseImageData::MaxShapes]
TSThread * visThread [ShapeBaseImageData::MaxShapes]
TSThread * animThread [ShapeBaseImageData::MaxShapes]
TSThread * flashThread [ShapeBaseImageData::MaxShapes]
TSThread * spinThread [ShapeBaseImageData::MaxShapes]
bool doAnimateAllShapes
Should all threads animate across all shapes to keep them in sync?
bool forceAnimateAllShapes
If the mounted image's owner is being controlled by the client and the image's datablock animateAllShapes field is true then set this to true and pass along to the client.
This will help in the cases where the client's control object is ghosted but does not yet have its controlling client set correctly due to networking order of operations. All this for the MountedImage::updateDoAnimateAllShapes() optimization.
U32 lastShapeIndex
Tracks the last shape index.
Effects
Variables relating to lights, sounds, and particles.
updateSoundSources(const MatrixF & renderTransform)
addSoundSource(SFXSource * source)
SimTime lightStart
Starting time for light flashes.
LightInfo * lightInfo
The real light (if any) associated with this weapon image.
Vector< SFXSource * > mSoundSources
Vector of currently playing sounds.
ImageEmitter emitter [MaxImageEmitters]
Public Attributes
String appliedSkinName
ShapeBaseImageData * dataBlock
ShapeBaseImageData * nextImage
NetStringHandle nextSkinNameHandle
NetStringHandle scriptAnimPrefix
The script based anim prefix.
NetStringHandle skinNameHandle
ShapeBaseImageData::StateData * state