/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
/*
===============================================================================
Grabber Object - Class to extend idWeapon to include functionality for
manipulating physics objects.
===============================================================================
*/
class idBeam;
class idGrabber : public idEntity
{
public:
CLASS_PROTOTYPE( idGrabber );
idGrabber();
~idGrabber();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void Initialize();
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 oldImpulseSequence;
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 ApplyShake();
};