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Quake 4 integrated with DoomRTX
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@@ -0,0 +1,109 @@
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#include "precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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CLASS_DECLARATION( idForce, idForce_Constant )
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END_CLASS
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/*
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================
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idForce_Constant::idForce_Constant
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================
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*/
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idForce_Constant::idForce_Constant( void ) {
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force = vec3_zero;
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physics = NULL;
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id = 0;
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point = vec3_zero;
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}
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/*
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================
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idForce_Constant::~idForce_Constant
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================
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*/
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idForce_Constant::~idForce_Constant( void ) {
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}
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/*
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================
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idForce_Constant::Save
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================
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*/
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void idForce_Constant::Save( idSaveGame *savefile ) const {
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savefile->WriteVec3( force );
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// TOSAVE: idPhysics * physics
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savefile->WriteInt( id );
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savefile->WriteVec3( point );
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}
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/*
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================
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idForce_Constant::Restore
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================
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*/
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void idForce_Constant::Restore( idRestoreGame *savefile ) {
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// Owner needs to call SetPhysics!!
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savefile->ReadVec3( force );
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savefile->ReadInt( id );
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savefile->ReadVec3( point );
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}
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/*
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================
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idForce_Constant::SetPosition
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================
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*/
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void idForce_Constant::SetPosition( idPhysics *physics, int id, const idVec3 &point ) {
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this->physics = physics;
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this->id = id;
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this->point = point;
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}
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/*
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================
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idForce_Constant::SetForce
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================
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*/
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void idForce_Constant::SetForce( const idVec3 &force ) {
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this->force = force;
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}
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/*
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================
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idForce_Constant::SetPhysics
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================
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*/
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void idForce_Constant::SetPhysics( idPhysics *physics ) {
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this->physics = physics;
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}
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/*
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================
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idForce_Constant::Evaluate
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================
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*/
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void idForce_Constant::Evaluate( int time ) {
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idVec3 p;
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if ( !physics ) {
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return;
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}
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p = physics->GetOrigin( id ) + point * physics->GetAxis( id );
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physics->AddForce( id, p, force );
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}
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/*
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================
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idForce_Constant::RemovePhysics
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================
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*/
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void idForce_Constant::RemovePhysics( const idPhysics *phys ) {
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if ( physics == phys ) {
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physics = NULL;
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}
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}
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