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Text File  |  2004-01-06  |  2.9 KB  |  113 lines

  1. AnimObject = {
  2.     Properties = {
  3.         Animation = "default",
  4. --        fileModel="Objects/characters/mercenaries/new_mercs/merc_m_heavy_a.cgf",
  5.         fileModel="Objects/characters/story_characters/valerie/valeri.cgf",
  6.         bPlaying=0,
  7.         bAlwaysUpdate=0,
  8.         attachmet1={
  9.             boneName="weapon_bone",
  10.             fileObject="Objects/Weapons/M4/M4_bind.cgf",
  11.         },
  12.         attachmet2={
  13.             boneName="",
  14.             fileObject="",
  15.         },
  16.         attachmet3={
  17.             boneName="",
  18.             fileObject="",
  19.         },
  20.         attachmet4={
  21.             boneName="",
  22.             fileObject="",
  23.         },
  24. --        boneName="weapon_bone",
  25. --        fileAttachment="",
  26.         
  27.     },
  28. };
  29.  
  30. function AnimObject:Event_StartAnimation(sender)
  31.     self:StartAnimation(0,self.Properties.Animation);
  32. end
  33.  
  34. function AnimObject:Event_StopAnimtion(sender)
  35.     self:ResetAnimation(0);
  36. end
  37.  
  38.  
  39. function AnimObject:OnReset()
  40.     if (self.Properties.fileModel ~= "") then
  41.         self:LoadCharacter(self.Properties.fileModel,0);
  42.     end
  43.     
  44.     --for idx,piece in self.pieces do
  45.     
  46.     -- Draw object loaded in slot 0 in normal mode
  47. ----    self:DrawObject(0, 1);
  48.     if(self.Properties.attachmet1.fileObject ~= "") then
  49.         self:LoadObject( self.Properties.attachmet1.fileObject, 0, 1);
  50. --        self:DrawObject(0, 0);
  51.         self:AttachObjectToBone( 0, self.Properties.attachmet1.boneName );
  52.     end
  53.     if(self.Properties.attachmet2.fileObject ~= "") then
  54.         self:LoadObject( self.Properties.attachmet2.fileObject, 1, 1);
  55.         self:AttachObjectToBone( 1, self.Properties.attachmet2.boneName );
  56. --        self:DrawObject(1, 1);
  57.     end
  58.     if(self.Properties.attachmet3.fileObject ~= "") then
  59.         self:LoadObject( self.Properties.attachmet3.fileObject, 2, 1);
  60.         self:AttachObjectToBone( 2, self.Properties.attachmet3.boneName );
  61.     end
  62.     if(self.Properties.attachmet4.fileObject ~= "") then
  63.         self:LoadObject( self.Properties.attachmet4.fileObject, 3, 1);
  64.         self:AttachObjectToBone( 3, self.Properties.attachmet4.boneName );
  65.     end
  66.     
  67.     
  68.     -- Physicalize the object and give it an initial velocity to clear player properly
  69.     if (self.Properties.bPlaying == 1) then
  70.         self:StartAnimation(0,self.Properties.Animation);
  71.     end
  72.     
  73.     if (self.Properties.bAlwaysUpdate == 1) then
  74.         self:EnableUpdate(1);
  75.         self:SetUpdateType( eUT_Unconditional );
  76.     else
  77.         self:EnableUpdate(0);
  78.         self:SetUpdateType( eUT_Visible );
  79.     end
  80. end
  81.  
  82. function AnimObject:Event_HideAttached(sender)
  83.     self:DetachObjectToBone( self.Properties.attachmet1.boneName );
  84. --    self:DrawObject(0, 0);
  85. --    self:DrawObject(1, 0);
  86. --    self:DrawCharacter(0, 0);
  87. --    self:DrawCharacter(1, 0);
  88.     
  89. end
  90.  
  91. function AnimObject:Event_ShowAttached(sender)
  92.     self:AttachObjectToBone( 0, self.Properties.attachmet1.boneName );
  93. --    self:DrawObject(0, 1);
  94. --    self:DrawObject(0, 0);
  95. end
  96.  
  97.  
  98. function AnimObject:OnPropertyChange()
  99.     self:OnReset();
  100. end
  101.  
  102. function AnimObject:OnInit()
  103.     self:OnReset();
  104. end
  105.  
  106. function AnimObject:OnShutDown()
  107. end
  108.  
  109. function AnimObject:OnSave(stm)
  110. end
  111.  
  112. function AnimObject:OnLoad(stm)
  113. end