Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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WaveGuideUpdateModuleData Class Reference

#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 W3DModelDrawModuleDatagetAsW3DModelDrawModuleData () const
 
virtual const W3DTreeDrawModuleDatagetAsW3DTreeDrawModuleData () 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 ParticleSystemTemplatem_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.
 

Detailed Description

Definition at line 43 of file WaveGuideUpdate.h.

Constructor & Destructor Documentation

◆ WaveGuideUpdateModuleData()

WaveGuideUpdateModuleData::WaveGuideUpdateModuleData ( void )

Definition at line 59 of file WaveGuideUpdate.cpp.

Member Function Documentation

◆ buildFieldParse()

void WaveGuideUpdateModuleData::buildFieldParse ( MultiIniFieldParse & p)
static

Definition at line 81 of file WaveGuideUpdate.cpp.

Member Data Documentation

◆ m_bridgeParticle

const ParticleSystemTemplate* WaveGuideUpdateModuleData::m_bridgeParticle

particle system to play when the wave hits a bridge

Definition at line 64 of file WaveGuideUpdate.h.

◆ m_bridgeParticleAngleFudge

Real WaveGuideUpdateModuleData::m_bridgeParticleAngleFudge

angle to offset the bridge particle system

Definition at line 65 of file WaveGuideUpdate.h.

◆ m_damageAmount

Real WaveGuideUpdateModuleData::m_damageAmount

amount of damage to do

Definition at line 60 of file WaveGuideUpdate.h.

◆ m_damageRadius

Real WaveGuideUpdateModuleData::m_damageRadius

damage distance from sample points to do damage

Definition at line 59 of file WaveGuideUpdate.h.

◆ m_linearWaveSpacing

Real WaveGuideUpdateModuleData::m_linearWaveSpacing

linear waves get created at this resolution across the object

Definition at line 54 of file WaveGuideUpdate.h.

◆ m_loopingSound

AudioEventRTS WaveGuideUpdateModuleData::m_loopingSound

Sound that plays once wave guide is triggered.

Definition at line 66 of file WaveGuideUpdate.h.

◆ m_preferredHeight

Real WaveGuideUpdateModuleData::m_preferredHeight

this is our preferred water height after the wave passes

Definition at line 57 of file WaveGuideUpdate.h.

◆ m_randomSplashSound

AudioEventRTS WaveGuideUpdateModuleData::m_randomSplashSound

random splash sound to play sometimes during the wave

Definition at line 62 of file WaveGuideUpdate.h.

◆ m_randomSplashSoundFrequency

Int WaveGuideUpdateModuleData::m_randomSplashSoundFrequency

number from 1-100 that must be above to play

Definition at line 63 of file WaveGuideUpdate.h.

◆ m_shorelineEffectDistance

Real WaveGuideUpdateModuleData::m_shorelineEffectDistance

this far behind the wave we "hit" the shore

Definition at line 58 of file WaveGuideUpdate.h.

◆ m_toppleForce

Real WaveGuideUpdateModuleData::m_toppleForce

force strength we topple things with

Definition at line 61 of file WaveGuideUpdate.h.

◆ m_waterVelocity

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.

◆ m_waveBendMagnitude

Real WaveGuideUpdateModuleData::m_waveBendMagnitude

for curved waveshape, larger # = more straight

Definition at line 55 of file WaveGuideUpdate.h.

◆ m_waveDelay

Real WaveGuideUpdateModuleData::m_waveDelay

delay in frames to start the wave from when we become enabled

Definition at line 52 of file WaveGuideUpdate.h.

◆ m_ySize

Real WaveGuideUpdateModuleData::m_ySize

size of object in Y

Definition at line 53 of file WaveGuideUpdate.h.


The documentation for this class was generated from the following files: