63 lines
1.6 KiB
Plaintext
63 lines
1.6 KiB
Plaintext
function freeze_obj(id)
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local obj = level.object_by_id(id)
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if not obj then return end
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local phys = obj:get_physics_shell()
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if not phys then return end
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phys:freeze()
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return true
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end
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function init(obj)
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obj:bind_object(hf_static_binder(obj))
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end
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--------------------------------------------------------------------------------
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-- Class "hf_static_binder"
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--------------------------------------------------------------------------------
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class "hf_static_binder" (object_binder)
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-- Class constructor
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function hf_static_binder:__init(obj) super(obj)
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end
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-- Class update
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function hf_static_binder:update(delta)
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object_binder.update(self, delta)
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end
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-- Reload object
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function hf_static_binder:reload(section)
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object_binder.reload(self, section)
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end
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-- Reinitialize object
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function hf_static_binder:reinit()
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object_binder.reinit(self)
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end
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-- Net spawn
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function hf_static_binder:net_spawn(se_abstract)
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if not(object_binder.net_spawn(self, se_abstract)) then
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return false
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end
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CreateTimeEvent("hf_freeze", self.object:id(), 0, freeze_obj, self.object:id())
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return true
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end
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-- Net destroy
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function hf_static_binder:net_destroy()
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object_binder.net_destroy(self)
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-- Remove time event just in case object is released before freezing
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RemoveTimeEvent("hf_freeze", self.object:id())
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end
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-- Standart function for save
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function hf_static_binder:net_save_relevant()
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return true
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end
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-- Saving container
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function hf_static_binder:save(stpk)
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object_binder.save(self, stpk)
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end
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-- Loading container
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function hf_static_binder:load(stpk)
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object_binder.load(self, stpk)
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end |