/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 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. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 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 Doom 3 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 id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifdef _D3XP /* =============================================================================== Grabber Object - Class to extend idWeapon to include functionality for manipulating physics objects. =============================================================================== */ class idBeam; class idGrabber : public idEntity { public: CLASS_PROTOTYPE( idGrabber ); idGrabber( void ); ~idGrabber( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Initialize( void ); void SetDragDistance( float dist ); int Update( idPlayer *player, bool hide ); private: idEntityPtr dragEnt; // entity being dragged idForce_Grab drag; idVec3 saveGravity; int id; // id of body being dragged idVec3 localPlayerPoint; // dragged point in player space idEntityPtr owner; int oldUcmdFlags; bool holdingAF; bool shakeForceFlip; int endTime; int lastFiredTime; int dragFailTime; int startDragTime; float dragTraceDist; int savedContents; int savedClipmask; idBeam* beam; idBeam* beamTarget; int warpId; bool grabbableAI( const char *aiName ); void StartDrag( idEntity *grabEnt, int id ); void StopDrag( bool dropOnly ); void UpdateBeams( void ); void ApplyShake( void ); }; #endif