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class CameraTrigger : public Trigger
{
typedef Trigger Parent;
public:
F32 mTime = 1500;
F32 mForcedPitch = 45;
F32 mForcedRadius = 5;
F32 mForcedYaw = 0;
MissionMarker *mOrientBase = NULL;
function doQuestCallback(%questTag, %act)
{
%script = %questTag.getFieldValue("on" @ %act);
if(%questTag.isMethod(%script))
%questTag.call(%script);
callonModules("onQuest" @ %act,"Game",%questTag);
}
//example: completeQuest(exampleQuest)
new guiAnimBitmapCtrl(ChargeBarCtrl) {
animTexTiling = "16 8";
animTexFrames = "0-121";
Loop = "0";
play = "0";
reverse = "0";
fps = "60";
curFrame = "0";
bitmap = "data/Cogflicts/art/gui/chargebar.png";
@Azaezel
Azaezel / gist:d3408d918052879a33a5639a4c860a85
Created December 14, 2020 21:51
crossfade script example
function updateIngameMusic(%troubleState)
{
if (!isObject(ClientMissionCleanup)) return;
%volumeFloor = 0.001 * AudioChannelMaster.getVolume() * $AudioChannels[$MusicAudioType].getVolume();
$tracking::volumeCeiling = %volumeCeiling;
%volumeCeiling = AudioChannelMaster.getVolume() * $AudioChannels[$MusicAudioType].getVolume();
if (!isObject($songPositionList)) return;
if ($prevSongSuffix == %troubleState) $VolumeChange = 0.05 * %volumeCeiling;
float3 BRDF_GetSpecular(in Surface surface, in SurfaceToLight surfaceToLight)
{
float f90 = saturate(50.0 * dot(surface.f0, 0.33));
float3 F = F_Schlick(surface.f0, f90, surfaceToLight.HdotV)* surface.F;
float Vis = V_SmithGGXCorrelated(surface.NdotV, surfaceToLight.NdotL, surface.roughness_brdf);
float D = D_GGX(surfaceToLight.NdotH, surface.roughness_brdf);
float3 Fr = D * F * Vis / M_PI_F;
return Fr;
}
new GuiBitmapHPCtrl(TeamMate1) {
target = "260947";
vertical = "1";
flipClip = "1";
bitmap = "data/Cogflicts/art/gui/charIcons/ico0.png";
color = "255 255 255 255";
position = "0 0";
extent = "64 46";
minExtent = "8 2";
//insert custom code here
void SimObject::processDeleteNotifies()
{
// clear out any delete notifies and
// object refs.
while(mNotifyList)
{
Notify *note = mNotifyList;
mNotifyList = note->next;
01000111 01101001 01101101 01101101 01100101 00100000 01100001 00100000 01000010 00100001 00001010 01000111 01101001 01101101 01101101 01100101
00100000 01100001 00100000 01001001 00100001 00001010 01000111 01101001 01101101 01101101 01100101 00100000 01100001 00100000 01001110 00100001
00001010 01000111 01101001 01101101 01101101 01100101 00100000 01100001 00100000 01000001 00100001 00001010 01000111 01101001 01101101 01101101
01100101 00100000 01100001 00100000 01010010 00100001 00001010 01000111 01101001 01101101 01101101 01100101 00100000 01100001 00100000 01011001
00100001 00001010 00001010 01010111 01101000 01100001 01110100 00100111 01110011 00100000 01110100 01101000 01100001 01110100 00100000 01110011
01110000 01100101 01101100 01101100 00111111 00001010 00001010 00111100 01000010 01110101 01100110 01100110 01100101 01110010 00100000 01101111
01110110 01100101 01110010 01100110 01101100 01101111 01110111 00111110
function pushSpireID()
{
if (!isObject($beamLinkList)) return;
%obj = $beamLinkList.getKey(0);
if (!isObject(%obj)) return;
if(isObject(ClientGroup))
{
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%cl = ClientGroup.getObject(%clientIndex);