mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
961 lines
20 KiB
C++
961 lines
20 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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#ifndef __GAME_MISC_H__
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#define __GAME_MISC_H__
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/*
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===============================================================================
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idSpawnableEntity
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A simple, spawnable entity with a model and no functionable ability of it's own.
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For example, it can be used as a placeholder during development, for marking
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locations on maps for script, or for simple placed models without any behavior
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that can be bound to other entities. Should not be subclassed.
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===============================================================================
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*/
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class idSpawnableEntity : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idSpawnableEntity );
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void Spawn();
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private:
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};
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/*
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===============================================================================
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Potential spawning position for players.
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The first time a player enters the game, they will be at an 'initial' spot.
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Targets will be fired when someone spawns in on them.
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When triggered, will cause player to be teleported to spawn spot.
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===============================================================================
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*/
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class idPlayerStart : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idPlayerStart );
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enum
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{
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EVENT_TELEPORTPLAYER = idEntity::EVENT_MAXEVENTS,
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EVENT_MAXEVENTS
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};
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idPlayerStart();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
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private:
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int teleportStage;
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void Event_TeleportPlayer( idEntity* activator );
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void Event_TeleportStage( idEntity* player );
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void TeleportPlayer( idPlayer* player );
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};
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/*
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===============================================================================
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Non-displayed entity used to activate triggers when it touches them.
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Bind to a mover to have the mover activate a trigger as it moves.
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When target by triggers, activating the trigger will toggle the
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activator on and off. Check "start_off" to have it spawn disabled.
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===============================================================================
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*/
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class idActivator : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idActivator );
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Think();
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private:
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bool stay_on;
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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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Path entities for monsters to follow.
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===============================================================================
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*/
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class idPathCorner : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idPathCorner );
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void Spawn();
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static void DrawDebugInfo();
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static idPathCorner* RandomPath( const idEntity* source, const idEntity* ignore );
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private:
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void Event_RandomPath();
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};
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/*
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===============================================================================
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Object that fires targets and changes shader parms when damaged.
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===============================================================================
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*/
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class idDamagable : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idDamagable );
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idDamagable();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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virtual void Hide();
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virtual void Show();
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private:
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int count;
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int nextTriggerTime;
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void BecomeBroken( idEntity* activator );
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void Event_BecomeBroken( idEntity* activator );
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void Event_RestoreDamagable();
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};
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/*
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===============================================================================
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Hidden object that explodes when activated
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===============================================================================
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*/
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class idExplodable : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idExplodable );
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void Spawn();
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private:
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void Event_Explode( idEntity* activator );
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};
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/*
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===============================================================================
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idSpring
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===============================================================================
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*/
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class idSpring : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idSpring );
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void Spawn();
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virtual void Think();
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private:
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idEntity* ent1;
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idEntity* ent2;
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int id1;
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int id2;
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idVec3 p1;
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idVec3 p2;
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idForce_Spring spring;
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void Event_LinkSpring();
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};
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/*
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===============================================================================
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idForceField
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===============================================================================
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*/
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class idForceField : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idForceField );
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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virtual void Think();
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virtual void ClientThink( const int curTime, const float fraction, const bool predict ) ;
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private:
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idForce_Field forceField;
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void Toggle();
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void Event_Activate( idEntity* activator );
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void Event_Toggle();
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void Event_FindTargets();
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};
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/*
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===============================================================================
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idAnimated
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===============================================================================
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*/
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class idAnimated : public idAFEntity_Gibbable
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{
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public:
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CLASS_PROTOTYPE( idAnimated );
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idAnimated();
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~idAnimated();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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virtual bool LoadAF();
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bool StartRagdoll();
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virtual bool GetPhysicsToSoundTransform( idVec3& origin, idMat3& axis );
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private:
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int num_anims;
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int current_anim_index;
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int anim;
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int blendFrames;
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jointHandle_t soundJoint;
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idEntityPtr<idEntity> activator;
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bool activated;
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int achievement;
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void PlayNextAnim();
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void Event_Activate( idEntity* activator );
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void Event_Start();
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void Event_StartRagdoll();
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void Event_AnimDone( int animIndex );
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void Event_Footstep();
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void Event_LaunchMissiles( const char* projectilename, const char* sound, const char* launchjoint, const char* targetjoint, int numshots, int framedelay );
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void Event_LaunchMissilesUpdate( int launchjoint, int targetjoint, int numshots, int framedelay );
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void Event_SetAnimation( const char* animName );
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void Event_GetAnimationLength();
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};
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/*
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===============================================================================
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idStaticEntity
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===============================================================================
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*/
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class idStaticEntity : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idStaticEntity );
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idStaticEntity();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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void ShowEditingDialog();
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virtual void Hide();
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virtual void Show();
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void Fade( const idVec4& to, float fadeTime );
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virtual void Think();
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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private:
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void Event_Activate( idEntity* activator );
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int spawnTime;
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bool active;
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idVec4 fadeFrom;
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idVec4 fadeTo;
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int fadeStart;
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int fadeEnd;
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bool runGui;
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};
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/*
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===============================================================================
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idFuncEmitter
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===============================================================================
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*/
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class idFuncEmitter : public idStaticEntity
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{
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public:
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CLASS_PROTOTYPE( idFuncEmitter );
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idFuncEmitter();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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void Event_Activate( idEntity* activator );
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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private:
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bool hidden;
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};
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/*
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===============================================================================
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idFuncShootProjectile
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===============================================================================
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*/
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class idFuncShootProjectile : public idStaticEntity
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{
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public:
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CLASS_PROTOTYPE( idFuncShootProjectile );
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idFuncShootProjectile();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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void Event_Activate( idEntity* activator );
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virtual void Think();
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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private:
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int mRespawnDelay;
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int mRespawnTime;
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float mShootSpeed;
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idVec3 mShootDir;
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idStr mEntityDefName;
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idEntityPtr< idEntity > mLastProjectile;
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};
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/*
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===============================================================================
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idFuncSmoke
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===============================================================================
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*/
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class idFuncSmoke : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idFuncSmoke );
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idFuncSmoke();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Think();
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void Event_Activate( idEntity* activator );
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private:
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int smokeTime;
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const idDeclParticle* smoke;
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bool restart;
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};
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/*
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===============================================================================
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idFuncSplat
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===============================================================================
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*/
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class idFuncSplat : public idFuncEmitter
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{
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public:
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CLASS_PROTOTYPE( idFuncSplat );
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idFuncSplat();
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void Spawn();
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private:
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void Event_Activate( idEntity* activator );
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void Event_Splat();
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};
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/*
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===============================================================================
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idTextEntity
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===============================================================================
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*/
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class idTextEntity : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idTextEntity );
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Think();
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private:
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idStr text;
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bool playerOriented;
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};
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/*
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===============================================================================
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idLocationEntity
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===============================================================================
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*/
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class idLocationEntity : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idLocationEntity );
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void Spawn();
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const char* GetLocation() const;
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private:
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};
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class idLocationSeparatorEntity : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idLocationSeparatorEntity );
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void Spawn();
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private:
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};
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class idVacuumSeparatorEntity : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idVacuumSeparatorEntity );
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idVacuumSeparatorEntity();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Event_Activate( idEntity* activator );
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private:
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qhandle_t portal;
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};
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class idVacuumEntity : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idVacuumEntity );
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void Spawn();
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private:
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};
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|
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/*
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===============================================================================
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idBeam
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===============================================================================
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*/
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class idBeam : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idBeam );
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idBeam();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Think();
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void SetMaster( idBeam* masterbeam );
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void SetBeamTarget( const idVec3& origin );
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virtual void Show();
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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private:
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void Event_MatchTarget();
|
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void Event_Activate( idEntity* activator );
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idEntityPtr<idBeam> target;
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idEntityPtr<idBeam> master;
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};
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|
|
/*
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===============================================================================
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|
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idLiquid
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|
|
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===============================================================================
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|
*/
|
|
|
|
class idRenderModelLiquid;
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|
|
|
class idLiquid : public idEntity
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|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idLiquid );
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
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|
private:
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|
void Event_Touch( idEntity* other, trace_t* trace );
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|
|
|
|
|
idRenderModelLiquid* model;
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|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idShaking
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idShaking : public idEntity
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|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idShaking );
|
|
|
|
idShaking();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
private:
|
|
idPhysics_Parametric physicsObj;
|
|
bool active;
|
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|
|
void BeginShaking();
|
|
void Event_Activate( idEntity* activator );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idEarthQuake
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idEarthQuake : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idEarthQuake );
|
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|
|
idEarthQuake();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
virtual void Think();
|
|
|
|
private:
|
|
int nextTriggerTime;
|
|
int shakeStopTime;
|
|
float wait;
|
|
float random;
|
|
bool triggered;
|
|
bool playerOriented;
|
|
bool disabled;
|
|
float shakeTime;
|
|
|
|
void Event_Activate( idEntity* activator );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncPortal
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncPortal : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncPortal );
|
|
|
|
idFuncPortal();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
private:
|
|
qhandle_t portal;
|
|
bool state;
|
|
|
|
void Event_Activate( idEntity* activator );
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncAASPortal
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncAASPortal : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncAASPortal );
|
|
|
|
idFuncAASPortal();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
private:
|
|
bool state;
|
|
|
|
void Event_Activate( idEntity* activator );
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncAASObstacle
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncAASObstacle : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncAASObstacle );
|
|
|
|
idFuncAASObstacle();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
private:
|
|
bool state;
|
|
|
|
void Event_Activate( idEntity* activator );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncRadioChatter
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncRadioChatter : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncRadioChatter );
|
|
|
|
idFuncRadioChatter();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
private:
|
|
float time;
|
|
void Event_Activate( idEntity* activator );
|
|
void Event_ResetRadioHud( idEntity* activator );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idPhantomObjects
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idPhantomObjects : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idPhantomObjects );
|
|
|
|
idPhantomObjects();
|
|
|
|
void Spawn();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
virtual void Think();
|
|
|
|
private:
|
|
void Event_Activate( idEntity* activator );
|
|
void Event_Throw();
|
|
void Event_ShakeObject( idEntity* object, int starttime );
|
|
|
|
int end_time;
|
|
float throw_time;
|
|
float shake_time;
|
|
idVec3 shake_ang;
|
|
float speed;
|
|
int min_wait;
|
|
int max_wait;
|
|
idEntityPtr<idActor>target;
|
|
idList<int> targetTime;
|
|
idList<idVec3> lastTargetPos;
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idShockwave
|
|
|
|
===============================================================================
|
|
*/
|
|
class idShockwave : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idShockwave );
|
|
|
|
idShockwave();
|
|
~idShockwave();
|
|
|
|
void Spawn();
|
|
void Think();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
private:
|
|
void Event_Activate( idEntity* activator );
|
|
|
|
bool isActive;
|
|
int startTime;
|
|
int duration;
|
|
|
|
float startSize;
|
|
float endSize;
|
|
float currentSize;
|
|
|
|
float magnitude;
|
|
|
|
float height;
|
|
bool playerDamaged;
|
|
float playerDamageSize;
|
|
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncMountedObject
|
|
|
|
===============================================================================
|
|
*/
|
|
class idFuncMountedObject : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncMountedObject );
|
|
|
|
idFuncMountedObject();
|
|
~idFuncMountedObject();
|
|
|
|
void Spawn();
|
|
void Think();
|
|
|
|
void GetAngleRestrictions( int& yaw_min, int& yaw_max, int& pitch );
|
|
|
|
private:
|
|
int harc;
|
|
int varc;
|
|
|
|
void Event_Touch( idEntity* other, trace_t* trace );
|
|
void Event_Activate( idEntity* activator );
|
|
|
|
public:
|
|
bool isMounted;
|
|
function_t* scriptFunction;
|
|
idPlayer* mountedPlayer;
|
|
};
|
|
|
|
|
|
class idFuncMountedWeapon : public idFuncMountedObject
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncMountedWeapon );
|
|
|
|
idFuncMountedWeapon();
|
|
~idFuncMountedWeapon();
|
|
|
|
void Spawn();
|
|
void Think();
|
|
|
|
private:
|
|
|
|
// The actual turret that moves with the player's view
|
|
idEntity* turret;
|
|
|
|
// the muzzle bone's position, used for launching projectiles and trailing smoke
|
|
idVec3 muzzleOrigin;
|
|
idMat3 muzzleAxis;
|
|
|
|
float weaponLastFireTime;
|
|
float weaponFireDelay;
|
|
|
|
const idDict* projectile;
|
|
|
|
const idSoundShader* soundFireWeapon;
|
|
|
|
void Event_PostSpawn();
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idPortalSky
|
|
|
|
===============================================================================
|
|
*/
|
|
class idPortalSky : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idPortalSky );
|
|
|
|
idPortalSky();
|
|
~idPortalSky();
|
|
|
|
void Spawn();
|
|
void Event_PostSpawn();
|
|
void Event_Activate( idEntity* activator );
|
|
};
|
|
|
|
|
|
#endif /* !__GAME_MISC_H__ */
|