/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. IceTech Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" /* ================ idForce_Constant::idForce_Constant ================ */ idForce_Constant::idForce_Constant( void ) { force = vec3_zero; physics = NULL; id = 0; point = vec3_zero; } /* ================ idForce_Constant::~idForce_Constant ================ */ idForce_Constant::~idForce_Constant( void ) { } /* ================ idForce_Constant::Save ================ */ void idForce_Constant::Save( idSaveGame *savefile ) const { savefile->WriteVec3( force ); savefile->WriteInt( id ); savefile->WriteVec3( point ); } /* ================ idForce_Constant::Restore ================ */ void idForce_Constant::Restore( idRestoreGame *savefile ) { // Owner needs to call SetPhysics!! savefile->ReadVec3( force ); savefile->ReadInt( id ); savefile->ReadVec3( point ); } /* ================ idForce_Constant::SetPosition ================ */ void idForce_Constant::SetPosition( idPhysics *physics, int id, const idVec3 &point ) { this->physics = physics; this->id = id; this->point = point; } /* ================ idForce_Constant::SetForce ================ */ void idForce_Constant::SetForce( const idVec3 &force ) { this->force = force; } /* ================ idForce_Constant::SetPhysics ================ */ void idForce_Constant::SetPhysics( idPhysics *physics ) { this->physics = physics; } /* ================ idForce_Constant::Evaluate ================ */ void idForce_Constant::Evaluate( int time ) { idVec3 p; if ( !physics ) { return; } p = physics->GetOrigin( id ) + point * physics->GetAxis( id ); physics->AddForce( id, p, force ); } /* ================ idForce_Constant::RemovePhysics ================ */ void idForce_Constant::RemovePhysics( const idPhysics *phys ) { if ( physics == phys ) { physics = NULL; } }