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Quake 4 integrated with DoomRTX
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//----------------------------------------------------------------
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// ClientMoveable.h
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//
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// Copyright 2002-2004 Raven Software
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//----------------------------------------------------------------
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#ifndef __GAME_CLIENT_MOVEABLE_H__
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#define __GAME_CLIENT_MOVEABLE_H__
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class rvClientMoveable : public rvClientEntity {
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public:
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CLASS_PROTOTYPE( rvClientMoveable );
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rvClientMoveable ( void );
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virtual ~rvClientMoveable ( void );
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virtual void Spawn ( void );
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virtual void Think ( void );
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virtual idPhysics* GetPhysics ( void ) const;
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virtual bool Collide ( const trace_t &collision, const idVec3 &velocity );
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renderEntity_t* GetRenderEntity ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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static void SpawnClientMoveables ( idEntity* ent, const char *type, idList<rvClientMoveable *>* list );
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virtual void FreeEntityDef ( void );
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void SetOwner ( idEntity* ent );
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void SetOrigin ( const idVec3& origin );
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void SetAxis ( const idMat3& axis );
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protected:
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renderEntity_t renderEntity;
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int entityDefHandle;
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rvClientEffectPtr trailEffect;
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float trailAttenuateSpeed;
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idPhysics_RigidBody physicsObj;
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int bounceSoundTime;
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const idSoundShader* bounceSoundShader;
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bool mPlayBounceSoundOnce;
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bool mHasBounced;
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idInterpolate<float> scale;
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private:
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void Event_FadeOut ( int duration );
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void Event_ClearDepthHack ( void );
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};
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ID_INLINE renderEntity_t* rvClientMoveable::GetRenderEntity ( void ) {
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return &renderEntity;
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}
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extern const idEventDef CL_FadeOut;
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extern const idEventDef CL_ClearDepthHack;
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#define SIMPLE_TRI_NAME "simpletri"
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extern idVec3 simpleTri[3];
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#endif // __GAME_CLIENT_MOVEABLE_H__
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