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Quake 4 integrated with DoomRTX
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//----------------------------------------------------------------
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// VehicleController.h
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//
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// Copyright 2002-2004 Raven Software
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//----------------------------------------------------------------
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#ifndef __GAME_VEHICLECONTROLLER_H__
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#define __GAME_VEHICLECONTROLLER_H__
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class rvVehicle;
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class rvVehiclePosition;
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class rvVehicleController {
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public:
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rvVehicleController ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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bool Drive ( rvVehicle* vehicle, idActor* driver );
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bool Eject ( bool force = false );
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bool FindClearExitPoint ( idVec3& origin, idMat3& axis ) const;
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bool IsDriving ( void ) const;
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rvVehicle* GetVehicle ( void ) const;
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idActor* GetDriver ( void ) const;
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int GetPosition ( void ) const;
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void SetInput ( const usercmd_t& cmd, const idAngles &newAngles );
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void GetInput ( usercmd_t& cmd, idAngles &newAngles ) const;
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idUserInterface* GetHud ( void );
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const idUserInterface* GetHud ( void ) const;
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void DrawHUD ( void );
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void UpdateCursorGUI ( idUserInterface* ui );
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void StartRadioChatter ( void );
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void StopRadioChatter ( void );
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void Give ( const char* statname, const char* value );
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void GetEyePosition ( idVec3& origin, idMat3& axis ) const;
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void GetDriverPosition ( idVec3& origin, idMat3& axis ) const;
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static void KillVehicles ( void );
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void WriteToSnapshot ( idBitMsgDelta &msg ) const;
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void ReadFromSnapshot ( const idBitMsgDelta &msg );
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void SelectWeapon ( int weapon );
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protected:
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idEntityPtr<rvVehicle> mVehicle;
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int mPosition;
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};
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ID_INLINE bool rvVehicleController::IsDriving ( void ) const {
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return mVehicle.IsValid ( );
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}
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ID_INLINE int rvVehicleController::GetPosition ( void ) const {
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return mPosition;
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}
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#endif // __GAME_VEHICLECONTROLLER_H__
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