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Quake 4 integrated with DoomRTX
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//----------------------------------------------------------------
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// Effect.h
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//
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// Copyright 2002-2004 Raven Software
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//----------------------------------------------------------------
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#ifndef __GAME_EFFECT_H__
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#define __GAME_EFFECT_H__
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class rvEffect : public idEntity
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{
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public:
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CLASS_PROTOTYPE( rvEffect );
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rvEffect ( void );
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const bool GetEndOrigin ( idVec3 &result ) const;
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void SetEndOrigin ( const idVec3 &origin );
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void Spawn ( void );
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void Think ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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bool Play ( void );
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void Stop ( bool destroyParticles = false );
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void Restart ( void );
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void Attenuate ( float attenuation );
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float GetBrightness ( void ) const;
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bool IsLooping ( void ) { return( loop ); }
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virtual void UpdateChangeableSpawnArgs ( const idDict *source );
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virtual void ShowEditingDialog ( 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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void ClientPredictionThink ( void );
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virtual void InstanceLeave ( void );
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virtual void InstanceJoin ( void );
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protected:
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bool loop;
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bool lookAtTarget;
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const idDecl *effect;
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idVec3 endOrigin;
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rvClientEntityPtr<rvClientEffect> clientEffect;
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private:
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void Event_Activate ( idEntity *activator );
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void Event_LookAtTarget ( void );
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void Event_EarthQuake ( float requiresLOS );
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void Event_Start ( void );
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void Event_Stop ( void );
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void Event_Attenuate ( float attenuation );
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void Event_IsActive ( void );
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};
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#endif // __GAME_EFFECT_H__
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