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Initial Prey Game integration support.
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#ifndef __PREY_PHYSICS_PARAMETRIC_H__
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#define __PREY_PHYSICS_PARAMETRIC_H__
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class hhWeapon;
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class hhPlayer;
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class hhPhysics_StaticWeapon : public idPhysics_Static {
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CLASS_PROTOTYPE( hhPhysics_StaticWeapon );
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public:
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hhPhysics_StaticWeapon();
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virtual void SetSelfOwner( idActor* a );
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virtual bool Evaluate( int timeStepMSec, int endTimeMSec );
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void SetLocalAxis( const idMat3& newLocalAxis );
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void SetLocalOrigin( const idVec3& newLocalOrigin );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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protected:
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hhWeapon* castSelf;
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hhPlayer* selfOwner;
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};
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class hhPhysics_StaticForceField : public idPhysics_Static {
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CLASS_PROTOTYPE( hhPhysics_StaticForceField );
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public:
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hhPhysics_StaticForceField();
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virtual bool Evaluate( int timeStepMSec, int endTimeMSec );
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virtual bool EvaluateContacts( void );
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virtual int GetNumContacts( void ) const;
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virtual const contactInfo_t & GetContact( int num ) const;
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virtual void ClearContacts( void );
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virtual void AddContactEntitiesForContacts( void );
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virtual void AddContactEntity( idEntity *e );
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virtual void RemoveContactEntity( idEntity *e );
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virtual void ActivateContactEntities( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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protected:
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idList<contactInfo_t> contacts; // contacts
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idList<contactEntity_t> contactEntities;
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};
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#endif /* __PREY_PHYSICS_PARAMETRIC_H__ */
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