forked from Mirrors/openclonk
82 lines
2.0 KiB
C
82 lines
2.0 KiB
C
/*
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ObjectFade Rule
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Author: Caesar
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Removes unused objects. Like Hazard-Arena.
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TODO:
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Use ChangeEffect properly to save calls
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*/
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local fade_time;
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public func DoFadeTime(int to_add)
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{
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fade_time += to_add;
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return;
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}
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protected func Initialize()
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{
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if(ObjectCount(Find_ID(Rule_ObjectFade), Find_Exclude(this))) {
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FindObject(Find_ID(Rule_ObjectFade), Find_Exclude(this))->DoFadeTime(36);
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return RemoveObject();
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}
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fade_time = 18; // 18, because the timer will check once per second, so it's aproximately a second.
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}
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protected func Timer()
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{
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for (var fade in FindObjects(Find_Category(C4D_Object), Find_NoContainer(), Find_Not(Find_OCF(OCF_HitSpeed1))))
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{
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if (fade->GetXDir() || fade->GetYDir())
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continue;
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if (fade->GetEffect("IntFadeOut", fade))
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continue;
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if (GBackSolid(AbsX(fade->GetX()), AbsY(fade->GetY())))
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continue;
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if (fade->~HasNoFadeOut())
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continue;
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fade->AddEffect("IntFadeOut", fade, 100, 1, this, Rule_ObjectFade);
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}
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}
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public func FxIntFadeOutStart(object target, int num)
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{
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EffectVar(0, target, num) = target->GetX();
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EffectVar(1, target, num) = target->GetY();
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EffectVar(3, target, num) = target->GetClrModulation() & 0x00ffffff; //Safe pure rgb
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EffectVar(4, target, num) = target->GetClrModulation() >> 24 & 255; //Safe alpha
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}
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public func FxIntFadeOutTimer(object target, int num, int time)
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{
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if (time < fade_time * 2/3)
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return;
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if (!(target->Contained()) && EffectVar(0, target, num) == target->GetX() && EffectVar(1, target, num) == target->GetY())
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{
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if(time >= fade_time)
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{
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target->RemoveObject();
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return -1;
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}
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}
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else
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{
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target->SetClrModulation(EffectVar(4, target, num) << 24 | EffectVar(3, target, num));
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return -1;
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}
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target->SetClrModulation(((fade_time - time) * EffectVar(4, target, num) / (fade_time/3)) << 24 | EffectVar(3, target, num));
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return 1;
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}
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public func FxIntFadeOutTimerEffect(string new_effect_name)
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{
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if (new_effect_name == "IntFadeOut")
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return -1;
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}
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local Name = "Object Fade";
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