/*========================================================================= hpswitch.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __HAZARD_HPSWITCH_H__ #include "hazard\hpswitch.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcPressureSwitchHazard::init() { CNpcHazard::init(); m_rotation = 0; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcPressureSwitchHazard::setWaypoints( sThingHazard *ThisHazard ) { u16 *PntList=(u16*)MakePtr(ThisHazard,sizeof(sThingHazard)); u16 newXPos, newYPos; // get init pos newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; m_triggerPos.vx = newXPos; m_triggerPos.vy = newYPos; DVECTOR startPos; startPos.vx = ( newXPos << 4 ) + 8; startPos.vy = ( newYPos << 4 ) + 16; Pos = startPos; m_base = Pos; s32 minX, maxX, minY, maxY; m_npcPath.getPathXExtents( &minX, &maxX ); m_npcPath.getPathYExtents( &minY, &maxY ); m_thinkArea.x1 = minX; m_thinkArea.x2 = maxX; m_thinkArea.y1 = minY; m_thinkArea.y2 = maxY; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcPressureSwitchHazard::collidedWith( CThing *_thisThing ) { if ( m_isActive ) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: { m_platform->setTriggered(); break; } default: break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /*void CNpcRisingWeightWheelHazard::render() { CHazardThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); SVECTOR rotation; rotation.vx = 0; rotation.vy = 0; rotation.vz = m_rotation; VECTOR scale; scale.vx = ONE; scale.vy = ONE; scale.vz = ONE; m_modelGfx->Render(renderPos,&rotation,&scale); } }*/