ShapeBase::MountedImage Struct Reference

#include <shapeBase.h>

List of all members.


Detailed Description

An image mounted on a shapebase.


Public Member Functions

 MountedImage ()
 ~MountedImage ()

Public Attributes

ShapeBaseImageDatadataBlock
ShapeBaseImageData::StateDatastate
ShapeBaseImageDatanextImage
NetStringHandle skinNameHandle
NetStringHandle 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.
bool animLoopingSound
 Are we playing a looping sound?
SFXSourceanimSound
 The current image sound.
ImageEmitter emitter [MaxImageEmitters]

Classes

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


Constructor & Destructor Documentation

ShapeBase::MountedImage::MountedImage (  ) 

ShapeBase::MountedImage::~MountedImage (  ) 


Member Data 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()

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.

Are we playing a looping sound?

The current image sound.