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2026-05-23 20:50:12 -07:00

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C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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
===========================================================================
*/
#ifndef __GAME_SECURITYCAMERA_H__
#define __GAME_SECURITYCAMERA_H__
/*
===================================================================================
Security camera
===================================================================================
*/
class idSecurityCamera : public idEntity {
public:
CLASS_PROTOTYPE( idSecurityCamera );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual renderView_t * GetRenderView();
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual void Present( void );
private:
enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };
float angle;
float sweepAngle;
int modelAxis;
bool flipAxis;
float scanDist;
float scanFov;
float sweepStart;
float sweepEnd;
bool negativeSweep;
bool sweeping;
int alertMode;
float stopSweeping;
float scanFovCos;
idVec3 viewOffset;
int pvsArea;
idPhysics_RigidBody physicsObj;
idTraceModel trm;
void StartSweep( void );
bool CanSeePlayer( void );
void SetAlertMode( int status );
void DrawFov( void );
const idVec3 GetAxis( void ) const;
float SweepSpeed( void ) const;
ID_SCRIPT_EVENT( "<reverseSweep>", 0 )
void Event_ReverseSweep( void );
ID_SCRIPT_EVENT( "<continueSweep>", 0 )
void Event_ContinueSweep( void );
ID_SCRIPT_EVENT( "<pause>", 0 )
void Event_Pause( void );
ID_SCRIPT_EVENT( "<alert>", 0 )
void Event_Alert( void );
ID_SCRIPT_EVENT( "<addLight>", 0 )
void Event_AddLight( void );
};
#endif /* !__GAME_SECURITYCAMERA_H__ */