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 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.
 

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: