mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 19:23:51 +02:00
236 lines
4.7 KiB
C++
236 lines
4.7 KiB
C++
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#ifndef __GAME_TARGETS_H__
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#define __GAME_TARGETS_H__
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class hhTarget_SetSkin : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_SetSkin);
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void Spawn(void);
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void Save( idSaveGame *savefile ) const { savefile->WriteString(skinName); }
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void Restore( idRestoreGame *savefile ) { savefile->ReadString(skinName); }
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protected:
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void Event_Trigger( idEntity *activator );
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idStr skinName;
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};
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class hhTarget_Enable : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_Enable);
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void Spawn(void);
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protected:
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void Event_Trigger( idEntity *activator );
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};
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class hhTarget_Disable : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_Disable);
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void Spawn(void);
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protected:
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void Event_Trigger( idEntity *activator );
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};
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class hhTarget_Earthquake : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_Earthquake);
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void Spawn(void);
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Present(void) { }
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virtual void Think(void);
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protected:
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void Event_Trigger( idEntity *activator );
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void Event_TurnOff( void );
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private:
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float shakeTime;
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float shakeAmplitude;
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idForce_Field forceField;
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idClipModel *cm;
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};
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class hhTarget_SetLightParm : public idTarget {
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public:
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CLASS_PROTOTYPE( hhTarget_SetLightParm );
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_PlayWeaponAnim : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_PlayWeaponAnim);
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protected:
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void Event_Trigger( idEntity *activator );
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};
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class hhTarget_ControlVehicle : public idTarget {
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CLASS_PROTOTYPE( hhTarget_ControlVehicle );
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public:
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void Spawn();
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_AttachToRail : public idTarget {
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CLASS_PROTOTYPE( hhTarget_AttachToRail );
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public:
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void Spawn();
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_EnableReactions : public idTarget {
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CLASS_PROTOTYPE( hhTarget_EnableReactions );
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public:
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void Spawn();
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_DisableReactions : public idTarget {
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CLASS_PROTOTYPE( hhTarget_DisableReactions );
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public:
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void Spawn();
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_EnablePassageway : public idTarget {
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CLASS_PROTOTYPE( hhTarget_EnablePassageway );
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public:
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void Spawn();
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_DisablePassageway : public idTarget {
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CLASS_PROTOTYPE( hhTarget_DisablePassageway );
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public:
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void Spawn();
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_PatternRelay : public idTarget {
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CLASS_PROTOTYPE( hhTarget_PatternRelay );
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public:
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void Spawn();
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void Save( idSaveGame *savefile ) const { savefile->WriteFloat(timeGranularity); }
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void Restore( idRestoreGame *savefile ) { savefile->ReadFloat(timeGranularity); }
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protected:
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void Event_Activate( idEntity *activator );
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void Event_TriggerTargets();
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float timeGranularity;
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};
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class hhTarget_Subtitle : public idTarget {
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CLASS_PROTOTYPE( hhTarget_Subtitle );
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public:
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void Spawn();
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protected:
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void Event_Activate( idEntity *activator );
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void Event_FadeOutText();
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};
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class hhTarget_EndLevel : public idTarget_EndLevel {
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CLASS_PROTOTYPE( hhTarget_EndLevel );
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protected:
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virtual void Event_Activate(idEntity *activator);
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};
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class hhTarget_ConsolidatePlayers : public idTarget {
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CLASS_PROTOTYPE( hhTarget_ConsolidatePlayers );
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_WarpPlayers : public idTarget {
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CLASS_PROTOTYPE( hhTarget_WarpPlayers );
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_FollowPath : public idTarget {
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CLASS_PROTOTYPE( hhTarget_FollowPath );
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_LockDoor: public idTarget {
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public:
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CLASS_PROTOTYPE( hhTarget_LockDoor );
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private:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_DisplayGui : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_DisplayGui);
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_Autosave : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_Autosave);
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protected:
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void Event_Activate( idEntity *activator );
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void Event_Autosave( void );
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void Event_FinishedSave( void );
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};
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class hhTarget_Show : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_Show);
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protected:
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void Event_Activate( idEntity *activator );
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};
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class hhTarget_Hide : public idTarget {
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public:
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CLASS_PROTOTYPE(hhTarget_Hide);
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protected:
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void Event_Activate( idEntity *activator );
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};
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#endif /* __GAME_TARGETS_H__ */
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