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Initial Prey Game integration support.
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// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __GAME_LIGHT_H__
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#define __GAME_LIGHT_H__
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/*
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===============================================================================
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Generic light.
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===============================================================================
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*/
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extern const idEventDef EV_Light_GetLightParm;
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extern const idEventDef EV_Light_SetLightParm;
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extern const idEventDef EV_Light_SetLightParms;
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class idLight : public idEntity {
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public:
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CLASS_PROTOTYPE( idLight );
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idLight();
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~idLight();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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virtual void UpdateChangeableSpawnArgs( const idDict *source );
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virtual void Think( void );
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virtual void FreeLightDef( void );
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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void Present( void );
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void SaveState( idDict *args );
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virtual void SetColor( float red, float green, float blue );
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virtual void SetColor( const idVec4 &color );
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virtual void GetColor( idVec3 &out ) const;
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virtual void GetColor( idVec4 &out ) const;
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const idVec3 & GetBaseColor( void ) const { return baseColor; }
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void SetShader( const char *shadername );
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void SetLightParm( int parmnum, float value );
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void SetLightParms( float parm0, float parm1, float parm2, float parm3 );
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void SetRadiusXYZ( float x, float y, float z );
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void SetRadius( float radius );
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void On( void );
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void Off( void );
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void Fade( const idVec4 &to, float fadeTime );
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void FadeOut( float time );
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void FadeIn( float time );
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void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void BecomeBroken( idEntity *activator );
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qhandle_t GetLightDefHandle( void ) const { return lightDefHandle; }
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void SetLightParent( idEntity *lparent ) { lightParent = lparent; }
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void SetLightLevel( void );
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//HUMANHEAD: cjr
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int GetCurrentLevel() { return( currentLevel ); }
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//HUMANHEAD END
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const idMaterial* GetMaterial() { return renderLight.shader; }
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virtual void ShowEditingDialog( void );
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enum {
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EVENT_BECOMEBROKEN = idEntity::EVENT_MAXEVENTS,
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EVENT_MAXEVENTS
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};
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virtual void ClientPredictionThink( void );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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//HUMANHEAD: aob - changed to protected
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protected:
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renderLight_t renderLight; // light presented to the renderer
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idVec3 localLightOrigin; // light origin relative to the physics origin
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idMat3 localLightAxis; // light axis relative to physics axis
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qhandle_t lightDefHandle; // handle to renderer light def
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idStr brokenModel;
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int levels;
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int currentLevel;
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idVec3 baseColor;
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bool breakOnTrigger;
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int count;
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int triggercount;
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idEntity * lightParent;
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idVec4 fadeFrom;
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idVec4 fadeTo;
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int fadeStart;
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int fadeEnd;
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bool soundWasPlaying;
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//HUMANHEAD: aob - changed to protected
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protected:
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void PresentLightDefChange( void );
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void PresentModelDefChange( void );
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void Event_SetShader( const char *shadername );
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void Event_GetLightParm( int parmnum );
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void Event_SetLightParm( int parmnum, float value );
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void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
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void Event_SetRadiusXYZ( float x, float y, float z );
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void Event_SetRadius( float radius );
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void Event_Hide( void );
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void Event_Show( void );
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void Event_On( void );
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void Event_Off( void );
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void Event_ToggleOnOff( idEntity *activator );
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void Event_SetSoundHandles( void );
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void Event_FadeOut( float time );
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void Event_FadeIn( float time );
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};
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#endif /* !__GAME_LIGHT_H__ */
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