#if defined (_MSC_VER) && (_MSC_VER >= 1020) #pragma once #endif #if !defined(G2_GORE_H_INC) #define G2_GORE_H_INC #ifdef _G2_GORE #define MAX_LODS (8) struct GoreTextureCoordinates { float *tex[MAX_LODS]; GoreTextureCoordinates() { int i; for (i=0;i mGoreRecords; // a map from surface index CGoreSet(int tag) : mMyGoreSetTag(tag), mRefCount(0) {} ~CGoreSet(); }; CGoreSet *FindGoreSet(int goreSetTag); CGoreSet *NewGoreSet(); void DeleteGoreSet(int goreSetTag); #endif // _G2_GORE //rww - RAGDOLL_BEGIN /// ragdoll stuff #pragma warning(disable: 4512) struct SRagDollEffectorCollision { vec3_t effectorPosition; const trace_t &tr; bool useTracePlane; SRagDollEffectorCollision(const vec3_t effectorPos,const trace_t &t) : tr(t), useTracePlane(false) { VectorCopy(effectorPos,effectorPosition); } }; class CRagDollUpdateParams { public: vec3_t angles; vec3_t position; vec3_t scale; vec3_t velocity; //CServerEntity *me; int me; //index! int settleFrame; //at some point I'll want to make VM callbacks in here. For now I am just doing nothing. virtual void EffectorCollision(const SRagDollEffectorCollision &data) { // assert(0); // you probably meant to override this } virtual void RagDollBegin() { // assert(0); // you probably meant to override this } virtual void RagDollSettled() { // assert(0); // you probably meant to override this } virtual void Collision() { // assert(0); // you probably meant to override this // we had a collision, uhh I guess call SetRagDoll RP_DEATH_COLLISION } #ifdef _DEBUG virtual void DebugLine(const vec3_t p1,const vec3_t p2,bool bbox) {assert(0);} #endif }; class CRagDollParams { public: enum ERagPhase { RP_START_DEATH_ANIM, RP_END_DEATH_ANIM, RP_DEATH_COLLISION, RP_CORPSE_SHOT, RP_GET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset RP_SET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset RP_DISABLE_EFFECTORS // this removes effectors given by the effectorsToTurnOff member }; vec3_t angles; vec3_t position; vec3_t scale; vec3_t pelvisAnglesOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET vec3_t pelvisPositionOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET float fImpactStrength; //should be applicable when RagPhase is RP_DEATH_COLLISION float fShotStrength; //should be applicable for setting velocity of corpse on shot (probably only on RP_CORPSE_SHOT) //CServerEntity *me; int me; //rww - we have convenient animation/frame access in the game, so just send this info over from there. int startFrame; int endFrame; int collisionType; // 1 = from a fall, 0 from effectors, this will be going away soon, hence no enum qboolean CallRagDollBegin; // a return value, means that we are now begininng ragdoll and the NPC stuff needs to happen ERagPhase RagPhase; // effector control, used for RP_DISABLE_EFFECTORS call enum ERagEffector { RE_MODEL_ROOT= 0x00000001, //"model_root" RE_PELVIS= 0x00000002, //"pelvis" RE_LOWER_LUMBAR= 0x00000004, //"lower_lumbar" RE_UPPER_LUMBAR= 0x00000008, //"upper_lumbar" RE_THORACIC= 0x00000010, //"thoracic" RE_CRANIUM= 0x00000020, //"cranium" RE_RHUMEROUS= 0x00000040, //"rhumerus" RE_LHUMEROUS= 0x00000080, //"lhumerus" RE_RRADIUS= 0x00000100, //"rradius" RE_LRADIUS= 0x00000200, //"lradius" RE_RFEMURYZ= 0x00000400, //"rfemurYZ" RE_LFEMURYZ= 0x00000800, //"lfemurYZ" RE_RTIBIA= 0x00001000, //"rtibia" RE_LTIBIA= 0x00002000, //"ltibia" RE_RHAND= 0x00004000, //"rhand" RE_LHAND= 0x00008000, //"lhand" RE_RTARSAL= 0x00010000, //"rtarsal" RE_LTARSAL= 0x00020000, //"ltarsal" RE_RTALUS= 0x00040000, //"rtalus" RE_LTALUS= 0x00080000, //"ltalus" RE_RRADIUSX= 0x00100000, //"rradiusX" RE_LRADIUSX= 0x00200000, //"lradiusX" RE_RFEMURX= 0x00400000, //"rfemurX" RE_LFEMURX= 0x00800000, //"lfemurX" RE_CEYEBROW= 0x01000000 //"ceyebrow" }; ERagEffector effectorsToTurnOff; // set this to an | of the above flags for a RP_DISABLE_EFFECTORS }; #endif //G2_GORE_H_INC //rww - RAGDOLL_END