torque Torque Game Engine Documentation
TGE Version 1.5.2

ShapeBase::MountedImage Struct Reference

#include <shapeBase.h>


Detailed Description

An image mounted on a shapebase.


Public Member Functions

void registerImageLights (LightManager *lightManager, bool lightingScene, const Point3F &objectPosition, U32 startTime)
 MountedImage ()
 ~MountedImage ()

Data Fields

ShapeBaseImageDatadataBlock
ShapeBaseImageData::StateDatastate
ShapeBaseImageDatanextImage
StringHandle skinNameHandle
StringHandle nextSkinNameHandle
State
Variables tracking the state machine representing this specific mounted image.

bool loaded
 Is the image loaded?
bool nextLoaded
 Is the next state going to result in the image being loaded?
F32 delayTime
 Time till next state.
U32 fireCount
 Fire skip count.
bool triggerDown
 Is the trigger down?
bool ammo
 Do we have ammo?
bool target
 Have we acquired a targer?
bool wet
 Is the weapon wet?
3space
Handles to threads and shapeinstances in the 3space system.

TSShapeInstanceshapeInstance
TSThreadambientThread
TSThreadvisThread
TSThreadanimThread
TSThreadflashThread
TSThreadspinThread
Effects
Variables relating to lights, sounds, and particles.

SimTime lightStart
 Starting time for light flashes.
LightInfo mLight
 Passed to the LightManager; filled out with the above information.
bool animLoopingSound
 Are we playing a looping sound?
AUDIOHANDLE animSound
 Handle to the current image sound.
ImageEmitter emitter [MaxImageEmitters]

Data Structures

struct  ImageEmitter
 Represent the state of a specific particle emitter on the image. More...


Constructor & Destructor Documentation

ShapeBase::MountedImage::MountedImage (  ) 

ShapeBase::MountedImage::~MountedImage (  ) 


Member Function Documentation

void ShapeBase::MountedImage::registerImageLights ( LightManager lightManager,
bool  lightingScene,
const Point3F objectPosition,
U32  startTime 
)


Field Documentation

Is the image loaded?

Is the next state going to result in the image being loaded?

Time till next state.

Fire skip count.

This is incremented every time the triggerDown bit is changed, so that the engine won't be too confused if the player toggles the trigger a bunch of times in a short period.

Note:
The network deals with this variable at 3-bit precision, so it can only range 0-7.
See also:
ShapeBase::setImageState()

Is the trigger down?

Do we have ammo?

May be true based on either energy OR ammo.

Have we acquired a targer?

Is the weapon wet?

Starting time for light flashes.

Passed to the LightManager; filled out with the above information.

registerLights() is responsible for performing the calculations that prepare mLight.

Are we playing a looping sound?

Handle to the current image sound.




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