mirror of
https://github.com/jmarshall23/DoomRTX.git
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62 lines
1.8 KiB
C++
62 lines
1.8 KiB
C++
#ifndef __HH_ENTITY_FX_H
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#define __HH_ENTITY_FX_H
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class hhEntityFx : public idEntityFx {
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CLASS_PROTOTYPE( hhEntityFx );
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public:
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hhEntityFx();
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virtual ~hhEntityFx();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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//HUMANHEAD rww
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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//HUMANHEAD END
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virtual void Run( int time );
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// HUMANHEAD nla
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void SetUseAxis( fxAxis theAxis ) { };
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void SetFxInfo( const hhFxInfo &i ) { fxInfo = i; setFxInfo = true; removeWhenDone = fxInfo.RemoveWhenDone(); GetRenderEntity()->weaponDepthHack = fxInfo.UseWeaponDepthHack(); }
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bool RemoveWhenDone() { return( removeWhenDone ); }
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void RemoveWhenDone( bool remove ) { removeWhenDone = remove; }
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void Toggle() { Nozzle( !IsActive(TH_THINK) ); }
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void Nozzle( bool bOn );
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idMat3 DetermineAxis( const idFXSingleAction& fxaction );
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void CreateFx( idEntity *activator );
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virtual void Hide();
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static hhEntityFx *StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind );
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void SetParticleShaderParm( int parmnum, float value );
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// HUMANHEAD END
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protected:
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virtual void CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction );
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virtual void DormantBegin();
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virtual void DormantEnd();
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protected:
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void Event_Trigger( idEntity *activator );
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void Event_ClearFx( void );
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protected:
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// HUMANHEAD nla
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enum fxAxis { AXIS_CURRENT, AXIS_NORMAL, AXIS_BOUNCE, AXIS_INCOMING, AXIS_CUSTOMLOCAL };
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// HUMANHEAD END
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// HUMANHEAD
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hhFxInfo fxInfo;
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bool setFxInfo;
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bool removeWhenDone;
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// HUMANHEAD END
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// HUMANHEAD bg
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bool restartActive;
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// HUMANHEAD END
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};
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#endif |