mirror of
https://github.com/jmarshall23/DoomRTX.git
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478 lines
13 KiB
C++
478 lines
13 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __GAME_AFENTITY_H__
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#define __GAME_AFENTITY_H__
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/*
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===============================================================================
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idMultiModelAF
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Entity using multiple separate visual models animated with a single
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articulated figure. Only used for debugging!
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===============================================================================
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*/
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const int GIB_DELAY = 200; // only gib this often to keep performace hits when blowing up several mobs
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class idMultiModelAF : public idEntity {
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public:
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CLASS_PROTOTYPE( idMultiModelAF );
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void Spawn( void );
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~idMultiModelAF( void );
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virtual void Think( void );
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virtual void Present( void );
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protected:
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idPhysics_AF physicsObj;
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void SetModelForId( int id, const idStr &modelName );
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private:
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idList<idRenderModel *> modelHandles;
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idList<int> modelDefHandles;
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};
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/*
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===============================================================================
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idChain
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Chain hanging down from the ceiling. Only used for debugging!
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===============================================================================
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*/
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class idChain : public idMultiModelAF {
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public:
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CLASS_PROTOTYPE( idChain );
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void Spawn( void );
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protected:
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void BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld = true );
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};
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/*
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===============================================================================
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idAFAttachment
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===============================================================================
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*/
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// HUMANHEAD pdm: Changed to inherit from hhAnimatedEntity
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class idAFAttachment : public hhAnimatedEntity {
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public:
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CLASS_PROTOTYPE( idAFAttachment );
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idAFAttachment( void );
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virtual ~idAFAttachment( void );
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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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void SetBody( idEntity *bodyEnt, const char *headModel, jointHandle_t attachJoint );
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void ClearBody( void );
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idEntity * GetBody( void ) const;
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virtual void Think( void );
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virtual void Hide( void );
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virtual void Show( void );
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void PlayIdleAnim( int blendTime );
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virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
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virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
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virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, bool broadcast = false ); //HUMANHEAD rww - added broadcast
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void SetCombatModel( void );
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idClipModel * GetCombatModel( void ) const;
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virtual void LinkCombat( void );
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virtual void UnlinkCombat( void );
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protected:
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idEntity * body;
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idClipModel * combatModel; // render model for hit detection of head
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int idleAnim;
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jointHandle_t attachJoint;
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};
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/*
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===============================================================================
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idAFEntity_Base
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===============================================================================
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*/
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// HUMANHEAD nla
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extern const idEventDef EV_Dispose;
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// HUMANHEAD
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// HUMANHEAD pdm: inherit from hhAnimatedEntity
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class idAFEntity_Base : public hhAnimatedEntity {
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public:
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CLASS_PROTOTYPE( idAFEntity_Base );
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idAFEntity_Base( void );
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virtual ~idAFEntity_Base( void );
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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 Think( void );
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virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
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virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
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virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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virtual bool UpdateAnimationControllers( void );
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virtual void FreeModelDef( void );
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virtual bool LoadAF( void );
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bool IsActiveAF( void ) const { return af.IsActive(); }
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const char * GetAFName( void ) const { return af.GetName(); }
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idPhysics_AF * GetAFPhysics( void ) { return af.GetPhysics(); }
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void SetCombatModel( void );
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idClipModel * GetCombatModel( void ) const;
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// contents of combatModel can be set to 0 or re-enabled (mp)
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void SetCombatContents( bool enable );
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virtual void LinkCombat( void );
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virtual void UnlinkCombat( void );
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int BodyForClipModelId( int id ) const;
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void SaveState( idDict &args ) const;
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void LoadState( const idDict &args );
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void AddBindConstraints( void );
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void AddBindConstraint( constraintType_t type, int bodyId, jointHandle_t joint );
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void RemoveBindConstraints( void );
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virtual void ShowEditingDialog( void );
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static void DropAFs( idEntity *ent, const char *type, idList<idEntity *> *list );
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// HUMANHEAD nla
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virtual bool CheckImpulse( idEntity *impulseSource );
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virtual bool IsImpulseFromSelf( void ) { return( impulseFromSelf ); }
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void Event_SetCollision(int on);
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// HUMANHEAD END
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protected:
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idAF af; // articulated figure
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idClipModel * combatModel; // render model for hit detection
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int combatModelContents;
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idVec3 spawnOrigin; // spawn origin
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idMat3 spawnAxis; // rotation axis used when spawned
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int nextSoundTime; // next time this can make a sound
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int numSplats; // HUMANHEAD bjk: splat counter
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idVec3 splats[16];
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// HUMANHEAD nla
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bool impulseFromSelf; // nla Is the impulse from ourselves. (Used for ragdolls/making sure the ragdolls behave the same regardless if they are made up of 1 body or 100 bodies)
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// HUMANHEAD END
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void Event_SetConstraintPosition( const char *name, const idVec3 &pos );
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};
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/*
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===============================================================================
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idAFEntity_Gibbable
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===============================================================================
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*/
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extern const idEventDef EV_Gib;
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extern const idEventDef EV_Gibbed;
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class idAFEntity_Gibbable : public idAFEntity_Base {
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public:
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CLASS_PROTOTYPE( idAFEntity_Gibbable );
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idAFEntity_Gibbable( void );
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~idAFEntity_Gibbable( void );
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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 Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
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// HUMANHEAD mdl: Moved from idAFEntity_Base
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virtual bool CheckRagdollDamage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, int location );
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// HUMANHEAD END
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protected:
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idRenderModel * skeletonModel;
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int skeletonModelDefHandle;
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bool gibbed;
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virtual void Gib( const idVec3 &dir, const char *damageDefName );
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void InitSkeletonModel( void );
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void Event_Gib( const char *damageDefName );
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// HUMANHEAD mdl
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protected:
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int gibHealth; // Health at which you gib
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// HUMANHEAD END
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};
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/*
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===============================================================================
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idAFEntity_Generic
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===============================================================================
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*/
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class idAFEntity_Generic : public idAFEntity_Gibbable {
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public:
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CLASS_PROTOTYPE( idAFEntity_Generic );
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idAFEntity_Generic( void );
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~idAFEntity_Generic( void );
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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 Think( void );
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void KeepRunningPhysics( void ) { keepRunningPhysics = true; }
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private:
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void Event_Activate( idEntity *activator );
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bool keepRunningPhysics;
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};
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/*
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===============================================================================
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idAFEntity_WithAttachedHead
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===============================================================================
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*/
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class idAFEntity_WithAttachedHead : public idAFEntity_Gibbable {
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public:
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CLASS_PROTOTYPE( idAFEntity_WithAttachedHead );
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idAFEntity_WithAttachedHead();
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~idAFEntity_WithAttachedHead();
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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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void SetupHead( void );
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virtual void Think( void );
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virtual void Hide( void );
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virtual void Show( void );
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virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
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virtual void LinkCombat( void );
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virtual void UnlinkCombat( void );
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protected:
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virtual void Gib( const idVec3 &dir, const char *damageDefName );
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private:
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idEntityPtr<idAFAttachment> head;
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void Event_Gib( const char *damageDefName );
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idAFEntity_Vehicle
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===============================================================================
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*/
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class idAFEntity_Vehicle : public idAFEntity_Base {
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public:
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CLASS_PROTOTYPE( idAFEntity_Vehicle );
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idAFEntity_Vehicle( void );
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void Spawn( void );
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void Use( idPlayer *player );
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protected:
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idPlayer * player;
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jointHandle_t eyesJoint;
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jointHandle_t steeringWheelJoint;
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float wheelRadius;
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float steerAngle;
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float steerSpeed;
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const idDeclParticle * dustSmoke;
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float GetSteerAngle( void );
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};
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/*
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===============================================================================
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idAFEntity_VehicleSimple
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===============================================================================
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*/
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class idAFEntity_VehicleSimple : public idAFEntity_Vehicle {
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public:
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CLASS_PROTOTYPE( idAFEntity_VehicleSimple );
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idAFEntity_VehicleSimple( void );
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~idAFEntity_VehicleSimple( void );
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void Spawn( void );
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virtual void Think( void );
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protected:
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idClipModel * wheelModel;
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idAFConstraint_Suspension * suspension[4];
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jointHandle_t wheelJoints[4];
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float wheelAngles[4];
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};
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/*
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===============================================================================
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idAFEntity_VehicleFourWheels
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===============================================================================
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*/
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class idAFEntity_VehicleFourWheels : public idAFEntity_Vehicle {
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public:
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CLASS_PROTOTYPE( idAFEntity_VehicleFourWheels );
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idAFEntity_VehicleFourWheels( void );
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void Spawn( void );
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virtual void Think( void );
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protected:
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idAFBody * wheels[4];
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idAFConstraint_Hinge * steering[2];
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jointHandle_t wheelJoints[4];
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float wheelAngles[4];
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};
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/*
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===============================================================================
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idAFEntity_VehicleSixWheels
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===============================================================================
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*/
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class idAFEntity_VehicleSixWheels : public idAFEntity_Vehicle {
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public:
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CLASS_PROTOTYPE( idAFEntity_VehicleSixWheels );
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idAFEntity_VehicleSixWheels( void );
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void Spawn( void );
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virtual void Think( void );
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private:
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idAFBody * wheels[6];
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idAFConstraint_Hinge * steering[4];
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jointHandle_t wheelJoints[6];
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float wheelAngles[6];
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};
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/*
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===============================================================================
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idAFEntity_SteamPipe
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===============================================================================
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*/
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class idAFEntity_SteamPipe : public idAFEntity_Base {
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public:
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CLASS_PROTOTYPE( idAFEntity_SteamPipe );
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idAFEntity_SteamPipe( void );
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~idAFEntity_SteamPipe( void );
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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 Think( void );
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private:
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int steamBody;
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float steamForce;
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float steamUpForce;
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idForce_Constant force;
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renderEntity_t steamRenderEntity;
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qhandle_t steamModelDefHandle;
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void InitSteamRenderEntity( void );
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};
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/*
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===============================================================================
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idAFEntity_ClawFourFingers
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===============================================================================
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*/
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class idAFEntity_ClawFourFingers : public idAFEntity_Base {
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public:
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CLASS_PROTOTYPE( idAFEntity_ClawFourFingers );
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idAFEntity_ClawFourFingers( void );
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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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private:
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idAFConstraint_Hinge * fingers[4];
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void Event_SetFingerAngle( float angle );
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void Event_StopFingers( void );
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};
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#endif /* !__GAME_AFENTITY_H__ */
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