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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 __PUSH_H__
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#define __PUSH_H__
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/*
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===============================================================================
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Allows physics objects to be pushed geometrically.
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===============================================================================
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*/
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#define PUSHFL_ONLYMOVEABLE 1 // only push moveable entities
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#define PUSHFL_NOGROUNDENTITIES 2 // don't push entities the clip model rests upon
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#define PUSHFL_CLIP 4 // also clip against all non-moveable entities
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#define PUSHFL_CRUSH 8 // kill blocking entities
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#define PUSHFL_APPLYIMPULSE 16 // apply impulse to pushed entities
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// HUMANHEAD nla - Used to fix ragdolls colliding with movers when on them.
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#define PUSHFL_UNBLOCKABLE 128 // can not be blocked
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// HUMANHEAD END
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//#define NEW_PUSH
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class idPush {
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public:
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// Try to push other entities by moving the given entity.
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// If results.fraction < 1.0 the move was blocked by results.c.entityNum
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// Returns total mass of all pushed entities.
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float ClipTranslationalPush( trace_t &results, idEntity *pusher, const int flags,
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const idVec3 &newOrigin, const idVec3 &move );
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float ClipRotationalPush( trace_t &results, idEntity *pusher, const int flags,
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const idMat3 &newAxis, const idRotation &rotation );
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float ClipPush( trace_t &results, idEntity *pusher, const int flags,
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const idVec3 &oldOrigin, const idMat3 &oldAxis,
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idVec3 &newOrigin, idMat3 &newAxis );
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// initialize saving the positions of entities being pushed
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void InitSavingPushedEntityPositions( void );
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// move all pushed entities back to their previous position
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void RestorePushedEntityPositions( void );
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// returns the number of pushed entities
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int GetNumPushedEntities( void ) const { return numPushed; }
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// get the ith pushed entity
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idEntity * GetPushedEntity( int i ) const { assert( i >= 0 && i < numPushed ); return pushed[i].ent; }
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private:
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struct pushed_s {
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idEntity * ent; // pushed entity
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idAngles deltaViewAngles; // actor delta view angles
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} pushed[MAX_GENTITIES]; // pushed entities
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int numPushed; // number of pushed entities
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struct pushedGroup_s {
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idEntity * ent;
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float fraction;
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bool groundContact;
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bool test;
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} pushedGroup[MAX_GENTITIES];
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int pushedGroupSize;
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private:
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void SaveEntityPosition( idEntity *ent );
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bool RotateEntityToAxial( idEntity *ent, idVec3 rotationPoint );
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#ifdef NEW_PUSH
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bool CanPushEntity( idEntity *ent, idEntity *pusher, idEntity *initialPusher, const int flags );
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void AddEntityToPushedGroup( idEntity *ent, float fraction, bool groundContact );
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bool IsFullyPushed( idEntity *ent );
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bool ClipTranslationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idVec3 &translation );
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int GetPushableEntitiesForTranslation( idEntity *pusher, idEntity *initialPusher, const int flags,
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const idVec3 &translation, idEntity *entityList[], int maxEntities );
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bool ClipRotationAgainstPusher( trace_t &results, idEntity *ent, idEntity *pusher, const idRotation &rotation );
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int GetPushableEntitiesForRotation( idEntity *pusher, idEntity *initialPusher, const int flags,
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const idRotation &rotation, idEntity *entityList[], int maxEntities );
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#else
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void ClipEntityRotation( trace_t &trace, const idEntity *ent, const idClipModel *clipModel,
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idClipModel *skip, const idRotation &rotation );
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void ClipEntityTranslation( trace_t &trace, const idEntity *ent, const idClipModel *clipModel,
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idClipModel *skip, const idVec3 &translation );
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int TryTranslatePushEntity( trace_t &results, idEntity *check, idClipModel *clipModel, const int flags,
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const idVec3 &newOrigin, const idVec3 &move );
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int TryRotatePushEntity( trace_t &results, idEntity *check, idClipModel *clipModel, const int flags,
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const idMat3 &newAxis, const idRotation &rotation );
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int DiscardEntities( idEntity *entityList[], int numEntities, int flags, idEntity *pusher );
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#endif
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};
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#endif /* !__PUSH_H__ */
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