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Initial Prey Game integration support.
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#ifndef __HH_BONE_CONTROLLER_H
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#define __HH_BONE_CONTROLLER_H
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/***********************************************************************
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hhBoneController
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***********************************************************************/
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class hhBoneController {
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public:
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hhBoneController();
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void SetTurnRate( idAngles& Rate ) { m_TurnRate = Rate; }
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const idAngles& GetTurnRate() const { return m_TurnRate; }
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void SetRotationFactor( idAngles& RotationFactor );
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const idAngles& GetRotationFactor() const { return m_Factor; }
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void Setup( idEntity *pOwner, const char *pJointname, idAngles &MinAngles, idAngles &MaxAngles, idAngles& Rate, idAngles& Factor );
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void Setup( idEntity *pOwner, jointHandle_t Joint, idAngles &MinAngles, idAngles &MaxAngles, idAngles& Rate, idAngles& Factor );
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void Update( int iCurrentTime );
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bool TurnTo( idAngles &Target );
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bool AimAt( idVec3 &Target );
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bool IsFinishedMoving( int iAxis );
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bool IsFinishedMoving();
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void AdjustScanRateToLinearizeBonePath( float fLinearScanRate );
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bool Add( idAngles &Ang ) { return TurnTo( Ang + m_IdealAng ); };
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void Clear( void ) { m_IdealAng.Zero(); };
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const idAngles &CurrentAngles() const { return m_CurrentAng; };
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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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bool ClampAngles( void );
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public:
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idAngles m_Fraction;
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protected:
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idAngles m_MaxDelta;
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jointHandle_t m_JointHandle;
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idAngles m_IdealAng;
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idAngles m_CurrentAng;
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idAngles m_MinAngles;
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idAngles m_MaxAngles;
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idAngles m_Factor;
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idAngles m_TurnRate;
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idEntity *m_pOwner;
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};
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#endif
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