707 lines
18 KiB
C++
707 lines
18 KiB
C++
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#ifndef __GAME_MOVER_H__
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#define __GAME_MOVER_H__
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extern const idEventDef EV_TeamBlocked;
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extern const idEventDef EV_PartBlocked;
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extern const idEventDef EV_ReachedPos;
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extern const idEventDef EV_ReachedAng;
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// RAVEN BEGIN
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// bdube: more externs
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extern const idEventDef EV_Door_Lock;
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extern const idEventDef EV_Door_IsLocked;
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// abahr:
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extern const idEventDef EV_GetSplineEntity;
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extern const idEventDef EV_MoveAlongVector;
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extern const idEventDef EV_Door_Open;
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extern const idEventDef EV_Door_Close;
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extern const idEventDef EV_Door_IsOpen;
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extern const idEventDef EV_Move;
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extern const idEventDef EV_RotateOnce;
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// twhitaker:
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extern const idEventDef EV_Speed;
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extern const idEventDef EV_IsActive;
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extern const idEventDef EV_IsMoving;
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// mekberg: spline sampling
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#define SPLINE_SAMPLE_RATE 60.0f
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// RAVEN END
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/*
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===============================================================================
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General movers.
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===============================================================================
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*/
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class idMover : public idEntity {
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public:
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CLASS_PROTOTYPE( idMover );
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idMover( void );
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~idMover( void );
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void Spawn( void );
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// RAVEN BEGIN
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// mekberg: added
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void Think( void );
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// RAVEN END
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual void Hide( void );
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virtual void Show( void );
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void SetPortalState( bool open );
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// RAVEN BEGIN
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// mekberg: sounds for splines
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void UpdateSplineStage ( void );
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// RAVEN END
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protected:
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typedef enum {
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ACCELERATION_STAGE,
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LINEAR_STAGE,
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DECELERATION_STAGE,
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FINISHED_STAGE
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} moveStage_t;
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typedef enum {
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MOVER_NONE,
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MOVER_ROTATING,
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MOVER_MOVING,
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MOVER_SPLINE
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} moverCommand_t;
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//
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// mover directions. make sure to change script/doom_defs.script if you add any, or change their order
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//
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typedef enum {
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DIR_UP = -1,
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DIR_DOWN = -2,
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DIR_LEFT = -3,
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DIR_RIGHT = -4,
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DIR_FORWARD = -5,
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DIR_BACK = -6,
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DIR_REL_UP = -7,
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DIR_REL_DOWN = -8,
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DIR_REL_LEFT = -9,
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DIR_REL_RIGHT = -10,
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DIR_REL_FORWARD = -11,
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DIR_REL_BACK = -12
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} moverDir_t;
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typedef struct {
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moveStage_t stage;
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int acceleration;
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int movetime;
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int deceleration;
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idVec3 dir;
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} moveState_t;
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typedef struct {
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moveStage_t stage;
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int acceleration;
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int movetime;
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int deceleration;
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idAngles rot;
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} rotationState_t;
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idPhysics_Parametric physicsObj;
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void Event_OpenPortal( void );
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void Event_ClosePortal( void );
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void Event_PartBlocked( idEntity *blockingEntity );
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void MoveToPos( const idVec3 &pos);
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void UpdateMoveSound( moveStage_t stage );
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void UpdateRotationSound( moveStage_t stage );
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void SetGuiStates( const char *state );
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void FindGuiTargets( void );
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void SetGuiState( const char *key, const char *val ) const;
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virtual void DoneMoving( void );
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virtual void DoneRotating( void );
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virtual void BeginMove( idThread *thread = NULL );
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virtual void BeginRotation( idThread *thread, bool stopwhendone );
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moveState_t move;
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rvStateThread splineStateThread;
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float damage;
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private:
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rotationState_t rot;
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int move_thread;
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int rotate_thread;
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idAngles dest_angles;
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idAngles angle_delta;
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idVec3 dest_position;
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idVec3 move_delta;
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float move_speed;
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int move_time;
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int deceltime;
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int acceltime;
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bool stopRotation;
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bool useSplineAngles;
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bool attenuate;
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bool useIdleSound;
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idEntityPtr<idEntity> splineEnt;
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moverCommand_t lastCommand;
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qhandle_t areaPortal; // 0 = no portal
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// mekberg: attenution and sound additions
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float maxAttenuation;
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float attenuationScale;
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idVec3 lastOrigin;
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int lastTime;
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int splineStartTime;
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// RAVEN END
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idList< idEntityPtr<idEntity> > guiTargets;
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// RAVEN BEGIN
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// abahr:
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bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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void MoveAlongVector( const idVec3& vec );
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// RAVEN END
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void VectorForDir( float dir, idVec3 &vec );
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idCurve_Spline<idVec3> *GetSpline( idEntity *splineEntity ) const;
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void Event_SetCallback( void );
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void Event_TeamBlocked( idEntity *blockedPart, idEntity *blockingEntity );
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void Event_StopMoving( void );
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void Event_StopRotating( void );
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void Event_UpdateMove( void );
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void Event_UpdateRotation( void );
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void Event_SetMoveSpeed( float speed );
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void Event_SetMoveTime( float time );
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void Event_SetDecelerationTime( float time );
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void Event_SetAccellerationTime( float time );
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void Event_MoveTo( idEntity *ent );
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void Event_MoveToPos( idVec3 &pos );
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void Event_MoveDir( float angle, float distance );
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void Event_MoveAccelerateTo( float speed, float time );
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void Event_MoveDecelerateTo( float speed, float time );
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void Event_RotateDownTo( int axis, float angle );
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void Event_RotateUpTo( int axis, float angle );
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void Event_RotateTo( idAngles &angles );
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void Event_Rotate( idAngles &angles );
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void Event_RotateOnce( idAngles &angles );
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void Event_Bob( float speed, float phase, idVec3 &depth );
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void Event_Sway( float speed, float phase, idAngles &depth );
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void Event_SetAccelSound( const char *sound );
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void Event_SetDecelSound( const char *sound );
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// RAVEN BEGIN
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// cnicholson: added stop sound support
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void Event_SetStoppedSound( const char *sound );
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// RAVEN END
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void Event_SetMoveSound( const char *sound );
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void Event_FindGuiTargets( void );
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void Event_InitGuiTargets( void );
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void Event_EnableSplineAngles( void );
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void Event_DisableSplineAngles( void );
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void Event_RemoveInitialSplineAngles( void );
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void Event_StartSpline( idEntity *splineEntity );
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void Event_StopSpline( void );
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void Event_Activate( idEntity *activator );
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// RAVEN BEGIN
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void Event_PostRestoreExt( int start, int total, int accel, int decel, bool useSplineAng );
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// RAVEN END
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void Event_IsMoving( void );
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void Event_IsRotating( void );
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// RAVEN BEGIN
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// abahr:
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void Event_GetSplineEntity();
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void Event_MoveAlongVector( const idVec3& vec );
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// mekberg: spline states
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CLASS_STATES_PROTOTYPE ( idMover );
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stateResult_t State_Accel( const stateParms_t& parms );
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stateResult_t State_Linear( const stateParms_t& parms );
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stateResult_t State_Decel( const stateParms_t& parms );
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// RAVEN END
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};
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class idSplinePath : public idEntity {
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public:
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CLASS_PROTOTYPE( idSplinePath );
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idSplinePath();
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~idSplinePath();
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void Spawn( void );
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// RAVEN BEGIN
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// abahr: so we can ignore these if needed
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void Toggle() { SetActive(!active); }
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void Activate() { SetActive(true); }
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void Deactivate() { SetActive(false); }
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bool IsActive() const { return active; }
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int SortTargets();
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int SortBackwardsTargets();
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int SortTargets( idList< idEntityPtr<idEntity> >& list );
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void RemoveNullTargets( void );
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void ActivateTargets( idEntity *activator ) const;
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void RemoveNullTargets( idList< idEntityPtr<idEntity> >& list );
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void ActivateTargets( idEntity *activator, const idList< idEntityPtr<idEntity> >& list ) const;
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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idList< idEntityPtr<idEntity> > backwardPathTargets;
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// mekberg: spline sampling
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float GetSampledTime ( float distance ) const;
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protected:
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void SetActive( bool activate ) { active = activate; }
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virtual void FindTargets();
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void Event_Toggle( idEntity* activator ) { Toggle(); }
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void Event_IsActive();
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// mekberg: spline sampling
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void SampleSpline ( void );
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protected:
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bool active;
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// mekberg: sample splines.
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float* sampledTimes;
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float sampledSpeed;
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int numSamples;
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// RAVEN END
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};
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struct floorInfo_s {
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idVec3 pos;
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idStr door;
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int floor;
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};
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class idElevator : public idMover {
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public:
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CLASS_PROTOTYPE( idElevator );
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idElevator( void );
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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 HandleSingleGuiCommand ( idEntity *entityGui, idLexer *src );
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floorInfo_s * GetFloorInfo ( int floor );
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protected:
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virtual void DoneMoving( void );
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virtual void BeginMove( idThread *thread = NULL );
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void SpawnTrigger( const idVec3 &pos );
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void GetLocalTriggerPosition();
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void Event_Touch( idEntity *other, trace_t *trace );
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// RAVEN BEGIN
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// bdube: added
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void SetAASAreaState ( bool enable );
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void InitStatusGui ( idUserInterface* gui );
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void UpdateStatusGui ( idUserInterface* gui );
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void UpdateStatusGuis ( void );
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void UpdateFloorInfo ( void );
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// RAVEN END
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private:
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typedef enum {
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INIT,
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IDLE,
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WAITING_ON_DOORS
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} elevatorState_t;
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elevatorState_t state;
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idList<floorInfo_s> floorInfo;
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int currentFloor;
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int pendingFloor;
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int lastFloor;
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bool controlsDisabled;
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// bool waitingForPlayerFollowers;
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float returnTime;
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int returnFloor;
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int lastTouchTime;
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class idDoor * GetDoor( const char *name );
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void Think( void );
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void OpenInnerDoor( void );
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void OpenFloorDoor( int floor );
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void CloseAllDoors( void );
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void DisableAllDoors( void );
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void EnableProperDoors( void );
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void Event_TeamBlocked ( idEntity *blockedEntity, idEntity *blockingEntity );
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void Event_Activate ( idEntity *activator );
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void Event_PostFloorArrival ( void );
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void Event_GotoFloor ( int floor );
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void Event_UpdateFloorInfo ( void );
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};
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/*
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===============================================================================
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Binary movers.
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===============================================================================
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*/
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typedef enum {
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MOVER_POS1,
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MOVER_POS2,
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MOVER_1TO2,
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MOVER_2TO1
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} moverState_t;
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class idMover_Binary : public idEntity {
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public:
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CLASS_PROTOTYPE( idMover_Binary );
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idMover_Binary();
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~idMover_Binary();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void PreBind( void );
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virtual void PostBind( void );
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void Enable( bool b );
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void InitSpeed( idVec3 &mpos1, idVec3 &mpos2, float mspeed, float maccelTime, float mdecelTime );
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void InitTime( idVec3 &mpos1, idVec3 &mpos2, float mtime, float maccelTime, float mdecelTime );
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void GotoPosition1( void );
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void GotoPosition2( void );
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void Use_BinaryMover( idEntity *activator );
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void SetGuiStates( const char *state );
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void UpdateBuddies( int val );
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idMover_Binary * GetActivateChain( void ) const { return activateChain; }
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idMover_Binary * GetMoveMaster( void ) const { return moveMaster; }
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void BindTeam( idEntity *bindTo );
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void SetBlocked( bool b );
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bool IsBlocked( void );
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idEntity * GetActivator( void ) const;
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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void SetPortalState( bool open );
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protected:
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idVec3 pos1;
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idVec3 pos2;
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moverState_t moverState;
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idMover_Binary * moveMaster;
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idMover_Binary * activateChain;
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int soundPos1;
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int sound1to2;
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int sound2to1;
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int soundPos2;
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int soundLoop;
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float wait;
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float damage;
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int duration;
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int accelTime;
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int decelTime;
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idEntityPtr<idEntity> activatedBy;
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int stateStartTime;
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idStr team;
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bool enabled;
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bool deferedOpen;
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int move_thread;
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int updateStatus; // 1 = lock behaviour, 2 = open close status
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idStrList buddies;
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idPhysics_Parametric physicsObj;
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qhandle_t areaPortal; // 0 = no portal
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bool blocked;
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idList< idEntityPtr<idEntity> > guiTargets;
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void MatchActivateTeam( moverState_t newstate, int time );
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void JoinActivateTeam( idMover_Binary *master );
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void UpdateMoverSound( moverState_t state );
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void SetMoverState( moverState_t newstate, int time );
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moverState_t GetMoverState( void ) const { return moverState; }
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void FindGuiTargets( void );
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void SetGuiState( const char *key, const char *val ) const;
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void Event_SetCallback( void );
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void Event_ReturnToPos1( void );
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void Event_Use_BinaryMover( idEntity *activator );
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void Event_Reached_BinaryMover( void );
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void Event_MatchActivateTeam( moverState_t newstate, int time );
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void Event_Enable( void );
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void Event_Disable( void );
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void Event_OpenPortal( void );
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void Event_ClosePortal( void );
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void Event_FindGuiTargets( void );
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void Event_InitGuiTargets( void );
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static void GetMovedir( float dir, idVec3 &movedir );
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};
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class idDoor : public idMover_Binary {
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public:
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CLASS_PROTOTYPE( idDoor );
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idDoor( void );
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~idDoor( void );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Think( void );
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virtual void PreBind( void );
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virtual void PostBind( void );
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virtual void Hide( void );
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virtual void Show( void );
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bool IsOpen( void );
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bool IsNoTouch( void );
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int IsLocked( void );
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void Lock( int f );
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void Use( idEntity *other, idEntity *activator );
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void Close( void );
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void Open( void );
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void SetCompanion( idDoor *door );
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// RAVEN BEGIN
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// abahr:
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bool IsClosed( void ) const { return moverState == MOVER_POS1; }
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void SetDoorFrameController( idEntity* controller );
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virtual void ActivateTargets( idEntity *activator ) const;
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// RAVEN END
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private:
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float triggersize;
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bool crusher;
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bool noTouch;
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bool aas_area_closed;
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idStr buddyStr;
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idClipModel * trigger;
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idClipModel * sndTrigger;
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int nextSndTriggerTime;
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idVec3 localTriggerOrigin;
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idMat3 localTriggerAxis;
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idStr requires;
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int removeItem;
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idStr syncLock;
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int normalAxisIndex; // door faces X or Y for spectator teleports
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idDoor * companionDoor;
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// RAVEN BEGIN
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// abahr: so we can route calls through a tramGate
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idEntityPtr<idEntity> doorFrameController;
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// RAVEN END
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void SetAASAreaState( bool closed );
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void GetLocalTriggerPosition( const idClipModel *trigger );
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void CalcTriggerBounds( float size, idBounds &bounds );
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void Event_Reached_BinaryMover( void );
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void Event_TeamBlocked( idEntity *blockedEntity, idEntity *blockingEntity );
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void Event_PartBlocked( idEntity *blockingEntity );
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void Event_Touch( idEntity *other, trace_t *trace );
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void Event_Activate( idEntity *activator );
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void Event_StartOpen( void );
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void Event_SpawnDoorTrigger( void );
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void Event_SpawnSoundTrigger( void );
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void Event_Close( void );
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void Event_Open( void );
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void Event_Lock( int f );
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void Event_IsOpen( void );
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void Event_Locked( void );
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void Event_SpectatorTouch( idEntity *other, trace_t *trace );
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void Event_OpenPortal( void );
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void Event_ClosePortal( void );
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// RAVEN BEGIN
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// abahr:
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void Event_ReturnToPos1( void );
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// RAVEN END
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};
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class idPlat : public idMover_Binary {
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public:
|
|
CLASS_PROTOTYPE( idPlat );
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|
|
|
idPlat( void );
|
|
~idPlat( void );
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void Think( void );
|
|
virtual void PreBind( void );
|
|
virtual void PostBind( void );
|
|
|
|
private:
|
|
idClipModel * trigger;
|
|
idVec3 localTriggerOrigin;
|
|
idMat3 localTriggerAxis;
|
|
|
|
void GetLocalTriggerPosition( const idClipModel *trigger );
|
|
void SpawnPlatTrigger( idVec3 &pos );
|
|
|
|
void Event_TeamBlocked( idEntity *blockedEntity, idEntity *blockingEntity );
|
|
void Event_PartBlocked( idEntity *blockingEntity );
|
|
void Event_Touch( idEntity *other, trace_t *trace );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Special periodic movers.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idMover_Periodic : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idMover_Periodic );
|
|
|
|
idMover_Periodic( void );
|
|
~idMover_Periodic( void );
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void Think( void );
|
|
|
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
|
|
|
protected:
|
|
idPhysics_Parametric physicsObj;
|
|
float damage;
|
|
|
|
void Event_TeamBlocked( idEntity *blockedEntity, idEntity *blockingEntity );
|
|
void Event_PartBlocked( idEntity *blockingEntity );
|
|
};
|
|
|
|
class idRotater : public idMover_Periodic {
|
|
public:
|
|
CLASS_PROTOTYPE( idRotater );
|
|
|
|
idRotater( void );
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
private:
|
|
idEntityPtr<idEntity> activatedBy;
|
|
|
|
void Event_Activate( idEntity *activator );
|
|
};
|
|
|
|
class idBobber : public idMover_Periodic {
|
|
public:
|
|
CLASS_PROTOTYPE( idBobber );
|
|
|
|
idBobber( void );
|
|
|
|
void Spawn( void );
|
|
|
|
private:
|
|
};
|
|
|
|
class idPendulum : public idMover_Periodic {
|
|
public:
|
|
CLASS_PROTOTYPE( idPendulum );
|
|
|
|
idPendulum( void );
|
|
|
|
void Spawn( void );
|
|
|
|
private:
|
|
|
|
};
|
|
|
|
class idRiser : public idMover_Periodic {
|
|
public:
|
|
CLASS_PROTOTYPE( idRiser );
|
|
|
|
idRiser( void );
|
|
|
|
void Spawn( void );
|
|
|
|
private:
|
|
void Event_Activate( idEntity *activator );
|
|
};
|
|
|
|
// RAVEN BEGIN
|
|
// bdube: conveyor belts
|
|
class rvConveyor : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( rvConveyor );
|
|
|
|
rvConveyor ( void );
|
|
|
|
void Spawn( void );
|
|
void Think ( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
private:
|
|
|
|
idVec3 moveDir;
|
|
float moveSpeed;
|
|
|
|
void Event_FindTargets ( void );
|
|
};
|
|
|
|
// nrausch:
|
|
class rvPusher : public idMover {
|
|
public:
|
|
CLASS_PROTOTYPE( rvPusher );
|
|
|
|
rvPusher( void );
|
|
~rvPusher( void );
|
|
|
|
virtual void Spawn( void );
|
|
virtual void Think ( void );
|
|
|
|
private:
|
|
jointHandle_t bindJointHandle;
|
|
idEntity *parent;
|
|
idVec3 pusherOrigin;
|
|
idMat3 pusherAxis;
|
|
};
|
|
|
|
// RAVEN END
|
|
|
|
#endif /* !__GAME_MOVER_H__ */
|