#include <WaveGuideUpdate.h>
Inherits UpdateModuleData.
Public Member Functions | |
| WaveGuideUpdateModuleData (void) | |
Public Member Functions inherited from BehaviorModuleData | |
| BehaviorModuleData () | |
Public Member Functions inherited from ModuleData | |
| ModuleData () | |
| virtual | ~ModuleData () |
| void | setModuleTagNameKey (NameKeyType key) |
| NameKeyType | getModuleTagNameKey () const |
| virtual Bool | isAiModuleData () const |
| virtual const W3DModelDrawModuleData * | getAsW3DModelDrawModuleData () const |
| virtual const W3DTreeDrawModuleData * | getAsW3DTreeDrawModuleData () const |
| virtual StaticGameLODLevel | getMinimumRequiredGameLOD () const |
| virtual void | crc (Xfer *xfer) |
| run the "light" crc check on this data structure | |
| virtual void | xfer (Xfer *xfer) |
| virtual void | loadPostProcess (void) |
Public Member Functions inherited from Snapshot | |
| Snapshot (void) | |
| ~Snapshot (void) | |
Static Public Member Functions | |
| static void | buildFieldParse (MultiIniFieldParse &p) |
Static Public Member Functions inherited from UpdateModuleData | |
| static void | buildFieldParse (MultiIniFieldParse &p) |
Static Public Member Functions inherited from BehaviorModuleData | |
| static void | buildFieldParse (MultiIniFieldParse &p) |
Static Public Member Functions inherited from ModuleData | |
| static void | buildFieldParse (MultiIniFieldParse &p) |
Public Attributes | |
| Real | m_waveDelay |
| delay in frames to start the wave from when we become enabled | |
| Real | m_ySize |
| size of object in Y | |
| Real | m_linearWaveSpacing |
| linear waves get created at this resolution across the object | |
| Real | m_waveBendMagnitude |
| for curved waveshape, larger # = more straight | |
| Real | m_waterVelocity |
| (in distance per frame)this amount of force is applied to the water | |
| Real | m_preferredHeight |
| this is our preferred water height after the wave passes | |
| Real | m_shorelineEffectDistance |
| this far behind the wave we "hit" the shore | |
| Real | m_damageRadius |
| damage distance from sample points to do damage | |
| Real | m_damageAmount |
| amount of damage to do | |
| Real | m_toppleForce |
| force strength we topple things with | |
| AudioEventRTS | m_randomSplashSound |
| random splash sound to play sometimes during the wave | |
| Int | m_randomSplashSoundFrequency |
| number from 1-100 that must be above to play | |
| const ParticleSystemTemplate * | m_bridgeParticle |
| particle system to play when the wave hits a bridge | |
| Real | m_bridgeParticleAngleFudge |
| angle to offset the bridge particle system | |
| AudioEventRTS | m_loopingSound |
| Sound that plays once wave guide is triggered. | |
Definition at line 43 of file WaveGuideUpdate.h.
| WaveGuideUpdateModuleData::WaveGuideUpdateModuleData | ( | void | ) |
Definition at line 59 of file WaveGuideUpdate.cpp.
|
static |
Definition at line 81 of file WaveGuideUpdate.cpp.
| const ParticleSystemTemplate* WaveGuideUpdateModuleData::m_bridgeParticle |
particle system to play when the wave hits a bridge
Definition at line 64 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_bridgeParticleAngleFudge |
angle to offset the bridge particle system
Definition at line 65 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_damageAmount |
amount of damage to do
Definition at line 60 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_damageRadius |
damage distance from sample points to do damage
Definition at line 59 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_linearWaveSpacing |
linear waves get created at this resolution across the object
Definition at line 54 of file WaveGuideUpdate.h.
| AudioEventRTS WaveGuideUpdateModuleData::m_loopingSound |
Sound that plays once wave guide is triggered.
Definition at line 66 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_preferredHeight |
this is our preferred water height after the wave passes
Definition at line 57 of file WaveGuideUpdate.h.
| AudioEventRTS WaveGuideUpdateModuleData::m_randomSplashSound |
random splash sound to play sometimes during the wave
Definition at line 62 of file WaveGuideUpdate.h.
| Int WaveGuideUpdateModuleData::m_randomSplashSoundFrequency |
number from 1-100 that must be above to play
Definition at line 63 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_shorelineEffectDistance |
this far behind the wave we "hit" the shore
Definition at line 58 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_toppleForce |
force strength we topple things with
Definition at line 61 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_waterVelocity |
(in distance per frame)this amount of force is applied to the water
Definition at line 56 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_waveBendMagnitude |
for curved waveshape, larger # = more straight
Definition at line 55 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_waveDelay |
delay in frames to start the wave from when we become enabled
Definition at line 52 of file WaveGuideUpdate.h.
| Real WaveGuideUpdateModuleData::m_ySize |
size of object in Y
Definition at line 53 of file WaveGuideUpdate.h.