mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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/*
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===============================================================================
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Grabber Object - Class to extend idWeapon to include functionality for
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manipulating physics objects.
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===============================================================================
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*/
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class idBeam;
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class idGrabber : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idGrabber );
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idGrabber();
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~idGrabber();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Initialize();
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void SetDragDistance( float dist );
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int Update( idPlayer* player, bool hide );
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private:
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idEntityPtr<idEntity> dragEnt; // entity being dragged
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idForce_Grab drag;
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idVec3 saveGravity;
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int id; // id of body being dragged
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idVec3 localPlayerPoint; // dragged point in player space
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idEntityPtr<idPlayer> owner;
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int oldImpulseSequence;
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bool holdingAF;
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bool shakeForceFlip;
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int endTime;
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int lastFiredTime;
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int dragFailTime;
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int startDragTime;
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float dragTraceDist;
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int savedContents;
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int savedClipmask;
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idBeam* beam;
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idBeam* beamTarget;
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int warpId;
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bool grabbableAI( const char* aiName );
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void StartDrag( idEntity* grabEnt, int id );
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void StopDrag( bool dropOnly );
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void UpdateBeams();
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void ApplyShake();
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};
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