302
%{
#include "StdH.h"
%}

uses "Entities/Marker";

class CEnemyMarker: CMarker {
name      "Enemy Marker";
thumbnail "Thumbnails\\EnemyMarker.tbn";

properties:
  1 FLOAT m_fWaitTime = 0.0f,     // time to wait(or do anything) until go to another marker
  3 RANGE m_fMarkerRange        "Marker Range" 'M' = 0.0f,  // range around marker (marker doesn't have to be hit directly)

 11 RANGE m_fPatrolAreaInner    "Patrol Area Inner" 'R' = 0.0f,     // patrol area inner circle
 12 RANGE m_fPatrolAreaOuter    "Patrol Area Outer" 'E' = 0.0f,     // patrol area outer circle
 13 FLOAT m_fPatrolTime         "Patrol Time" 'P' = 0.0f,           // time to patrol around
 14 enum BoolEType m_betRunToMarker  "Run to marker" 'O' = BET_IGNORE,   // run to marker
 15 enum BoolEType m_betFly     "Fly" 'F' = BET_IGNORE,             // fly if you can
 16 enum BoolEType m_betBlind   "Blind" 'B' = BET_IGNORE,
 17 enum BoolEType m_betDeaf    "Deaf"  'D' = BET_IGNORE,

components:
  1 model   MODEL_MARKER     "Models\\Editor\\EnemyMarker.mdl",
  2 texture TEXTURE_MARKER   "Models\\Editor\\EnemyMarker.tex"

functions:
  /* Check if entity is moved on a route set up by its targets. */
  BOOL MovesByTargetedRoute(CTString &strTargetProperty) const {
    strTargetProperty = "Target";
    return TRUE;
  };
  /* Check if entity can drop marker for making linked route. */
  BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const {
    fnmMarkerClass = CTFILENAME("Classes\\EnemyMarker.ecl");
    strTargetProperty = "Target";
    return TRUE;
  }

procedures:
  Main() {
    InitAsEditorModel();
    SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
    SetCollisionFlags(ECF_IMMATERIAL);

    // set appearance
    SetModel(MODEL_MARKER);
    SetModelMainTexture(TEXTURE_MARKER);
    return;
  }
};

