torque Torque Game Engine Documentation
TGE Version 1.5.2

LightningData Class Reference

#include <lightning.h>

Inheritance diagram for LightningData:

Inheritance graph
[legend]

Public Types

enum  Constants {
  MaxThunders = 8,
  MaxTextures = 8
}

Public Member Functions

 LightningData ()
 ~LightningData ()
void packData (BitStream *)
void unpackData (BitStream *)
bool preload (bool server, char errorBuffer[256])
 Called to prepare the datablock for use, after it has been unpacked.
 DECLARE_CONOBJECT (LightningData)

Static Public Member Functions

static void initPersistFields ()
 Register dynamic fields in a subclass of ConsoleObject.

Data Fields

AudioProfilethunderSounds [MaxThunders]
AudioProfilestrikeSound
StringTableEntry strikeTextureNames [MaxTextures]
S32 thunderSoundIds [MaxThunders]
S32 strikeSoundID
TextureHandle strikeTextures [MaxTextures]
U32 numThunders

Protected Member Functions

bool onAdd ()
 Called when the object is added to the sim.

Private Types

typedef GameBaseData Parent

Member Typedef Documentation

Reimplemented from GameBaseData.


Member Enumeration Documentation

Enumerator:
MaxThunders 
MaxTextures 


Constructor & Destructor Documentation

LightningData::LightningData (  ) 

LightningData::~LightningData (  ) 


Member Function Documentation

bool LightningData::onAdd (  )  [protected, virtual]

Called when the object is added to the sim.

Reimplemented from GameBaseData.

void LightningData::packData ( BitStream  )  [virtual]

Reimplemented from SimDataBlock.

void LightningData::unpackData ( BitStream  )  [virtual]

Reimplemented from GameBaseData.

bool LightningData::preload ( bool  server,
char  errorBuffer[256] 
) [virtual]

Called to prepare the datablock for use, after it has been unpacked.

Parameters:
server Set if we're running on the server (and therefore don't need to load things like textures or sounds).
errorBuffer If an error occurs in loading, this is set to a short string describing the error.
Returns:
True if all went well; false if something failed.
See also:
preload() and File Downloading

Reimplemented from GameBaseData.

LightningData::DECLARE_CONOBJECT ( LightningData   ) 

static void LightningData::initPersistFields (  )  [static]

Register dynamic fields in a subclass of ConsoleObject.

See also:
addField(), addFieldV(), addDepricatedField(), addGroup(), endGroup()

Reimplemented from GameBaseData.


Field Documentation

TextureHandle LightningData::strikeTextures[MaxTextures]




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