514 lines
13 KiB
C
514 lines
13 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/camera.h $
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// $Revision:: 25 $
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// $Author:: Jimdose $
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// $Date:: 10/25/98 11:53p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/camera.h $
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//
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// 25 10/25/98 11:53p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 24 9/29/98 5:58p Markd
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// put in archive and unarchive
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//
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// 23 9/24/98 1:19a Markd
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// bullet proofed some equating bspline code
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//
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// 22 9/20/98 6:49p Markd
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// Added Thread ability to cameras when they are looked through
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//
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// 21 8/17/98 7:42p Markd
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// Added SetOverlay
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//
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// 20 8/17/98 6:20p Markd
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// Changed SetCamera to a Player method
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//
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// 19 8/17/98 4:35p Markd
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// Added SecurityCamera
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//
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// 18 8/14/98 8:18p Markd
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// reworked camera class
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//
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// 17 8/08/98 7:29p Aldie
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// Added intermissions for deathmatch
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//
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// 16 7/22/98 5:22p Markd
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// Added MoveToPos and TurnTo
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//
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// 15 7/22/98 4:12p Markd
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// Redid camera stuff
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//
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// 14 7/18/98 6:14p Markd
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// Added optional watch commands at the end of follow and orbit events
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//
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// 13 7/13/98 12:58p Markd
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// added fixed_position
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//
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// 12 7/11/98 6:31p Markd
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// removed valid orientation, simplified code
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//
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// 11 7/10/98 1:12p Markd
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// Added more functionality to camera stuff
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//
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// 10 7/08/98 12:42p Markd
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// Removed CameraPath with SplinePath
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//
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// 9 7/02/98 9:48p Markd
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// Added orientation support to cameras
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//
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// 8 5/27/98 3:18a Jimdose
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// cameras can now watch specific entities
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//
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// 7 5/26/98 8:49p Jimdose
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// Added yaw commands
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//
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// 6 5/26/98 8:18p Jimdose
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// added height event
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//
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// 5 5/26/98 7:56p Jimdose
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// added scripted cameras
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//
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// 4 5/13/98 4:55p Jimdose
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// now uses SafePtrs
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//
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// 3 5/07/98 10:41p Jimdose
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// fleshed out functionality a bit more
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//
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// 2 5/05/98 2:37p Jimdose
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// Created file
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//
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// DESCRIPTION:
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// Camera. Duh.
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//
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#ifndef __CAMERA_H__
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#define __CAMERA_H__
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#include "g_local.h"
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#include "entity.h"
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#include "bspline.h"
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#define ORBIT 1
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#define START_ON 2
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#define PANNING 4
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extern Event EV_Camera_FollowingPath;
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extern Event EV_Camera_StartMoving;
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extern Event EV_Camera_Pause;
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extern Event EV_Camera_Continue;
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extern Event EV_Camera_StopMoving;
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extern Event EV_Camera_SetSpeed;
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extern Event EV_Camera_SetDistance;
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extern Event EV_Camera_SetHeight;
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extern Event EV_Camera_SetYaw;
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extern Event EV_Camera_FixedYaw;
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extern Event EV_Camera_RelativeYaw;
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extern Event EV_Camera_SetFOV;
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extern Event EV_Camera_Orbit;
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extern Event EV_Camera_Follow;
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extern Event EV_Camera_Watch;
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extern Event EV_Camera_LookAt;
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extern Event EV_Camera_TurnTo;
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extern Event EV_Camera_MoveToEntity;
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extern Event EV_Camera_MoveToPos;
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extern Event EV_Camera_NoWatch;
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extern Event EV_Camera_IgnoreAngles;
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extern Event EV_Camera_UseAngles;
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extern Event EV_Camera_SplineAngles;
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extern Event EV_Camera_NormalAngles;
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extern Event EV_Camera_FixedPosition;
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extern Event EV_Camera_NoFixedPosition;
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extern Event EV_Camera_JumpTime;
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extern Event EV_Camera_JumpCut;
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extern Event EV_Camera_Pan;
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extern Event EV_Camera_StopPan;
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extern Event EV_Camera_PanSpeed;
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extern Event EV_Camera_PanMax;
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extern Event EV_Camera_SetPanAngles;
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class EXPORT_FROM_DLL CameraMoveState
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{
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public:
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Vector pos;
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BSpline cameraPath;
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float cameraTime;
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EntityPtr followEnt;
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EntityPtr orbitEnt;
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qboolean followingpath;
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float speed;
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qboolean fixed_position;
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float fov;
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float height;
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float follow_dist;
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int follow_mask;
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void operator=( CameraMoveState &newstate );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline void CameraMoveState::operator=
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(
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CameraMoveState &newstate
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)
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{
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pos = newstate.pos;
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cameraPath = newstate.cameraPath;
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cameraTime = newstate.cameraTime;
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followEnt = newstate.followEnt;
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orbitEnt = newstate.orbitEnt;
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followingpath = newstate.followingpath;
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speed = newstate.speed;
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fixed_position = newstate.fixed_position;
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fov = newstate.fov;
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height = newstate.height;
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follow_dist = newstate.follow_dist;
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follow_mask = newstate.follow_mask;
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}
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inline EXPORT_FROM_DLL void CameraMoveState::Archive
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(
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Archiver &arc
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)
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{
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arc.WriteVector( pos );
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cameraPath.Archive( arc );
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arc.WriteFloat( cameraTime );
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arc.WriteSafePointer( followEnt );
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arc.WriteSafePointer( orbitEnt );
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arc.WriteBoolean( followingpath );
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arc.WriteFloat( speed );
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arc.WriteBoolean( fixed_position );
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arc.WriteFloat( fov );
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arc.WriteFloat( height );
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arc.WriteFloat( follow_dist );
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arc.WriteInteger( follow_mask );
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}
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inline EXPORT_FROM_DLL void CameraMoveState::Unarchive
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(
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Archiver &arc
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)
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{
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arc.ReadVector( &pos );
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cameraPath.Unarchive( arc );
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arc.ReadFloat( &cameraTime );
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arc.ReadSafePointer( &followEnt );
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arc.ReadSafePointer( &orbitEnt );
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arc.ReadBoolean( &followingpath );
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arc.ReadFloat( &speed );
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arc.ReadBoolean( &fixed_position );
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arc.ReadFloat( &fov );
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arc.ReadFloat( &height );
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arc.ReadFloat( &follow_dist );
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arc.ReadInteger( &follow_mask );
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}
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class EXPORT_FROM_DLL CameraWatchState
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{
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public:
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Vector dir;
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EntityPtr watchEnt;
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qboolean ignoreangles;
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qboolean splineangles;
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qboolean panning;
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float pan_offset;
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float pan_dir;
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float pan_max;
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float pan_speed;
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Vector pan_angles;
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float yaw;
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qboolean fixedyaw;
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void CameraWatchState::Archive
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(
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Archiver &arc
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)
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{
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arc.WriteVector( dir );
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arc.WriteSafePointer( watchEnt );
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arc.WriteBoolean( ignoreangles );
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arc.WriteBoolean( splineangles );
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arc.WriteBoolean( panning );
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arc.WriteFloat( pan_offset );
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arc.WriteFloat( pan_dir );
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arc.WriteFloat( pan_max );
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arc.WriteFloat( pan_speed );
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arc.WriteVector( pan_angles );
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arc.WriteFloat( yaw );
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arc.WriteBoolean( fixedyaw );
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}
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inline EXPORT_FROM_DLL void CameraWatchState::Unarchive
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(
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Archiver &arc
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)
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{
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arc.ReadVector( &dir );
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arc.ReadSafePointer( &watchEnt );
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arc.ReadBoolean( &ignoreangles );
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arc.ReadBoolean( &splineangles );
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arc.ReadBoolean( &panning );
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arc.ReadFloat( &pan_offset );
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arc.ReadFloat( &pan_dir );
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arc.ReadFloat( &pan_max );
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arc.ReadFloat( &pan_speed );
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arc.ReadVector( &pan_angles );
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arc.ReadFloat( &yaw );
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arc.ReadBoolean( &fixedyaw );
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}
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class EXPORT_FROM_DLL CameraState
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{
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public:
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CameraMoveState move;
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CameraWatchState watch;
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void CameraState::Archive
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(
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Archiver &arc
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)
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{
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move.Archive( arc );
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watch.Archive( arc );
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}
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inline EXPORT_FROM_DLL void CameraState::Unarchive
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(
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Archiver &arc
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)
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{
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move.Unarchive( arc );
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watch.Unarchive( arc );
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}
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class EXPORT_FROM_DLL Camera : public Entity
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{
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private:
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float default_fov;
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float default_yaw;
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float default_follow_dist;
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float default_height;
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float default_speed;
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float default_pan_max;
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float default_pan_speed;
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Vector default_angles;
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protected:
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CameraState currentstate;
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CameraState newstate;
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float watchTime;
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float followTime;
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float jumpTime;
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EntityPtr targetEnt;
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EntityPtr targetWatchEnt;
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str nextCamera;
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str overlay;
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str thread;
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qboolean showcamera;
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Event moveevent;
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void FollowingPath( Event *ev );
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void CreateOribit( Vector pos, float radius );
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void CreatePath( SplinePath *path, splinetype_t type );
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void InitializeMoveState( CameraMoveState &movestate );
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void InitializeWatchState( CameraWatchState &watchstate );
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void InitializeState( CameraState &state );
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public:
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CLASS_PROTOTYPE( Camera );
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float fov;
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Camera();
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void Stop( void );
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void FollowPath( SplinePath *path, qboolean loop, Entity *watch );
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void Orbit( Entity *ent, float dist, Entity *watch );
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void FollowEntity( Entity *ent, float dist, int mask, Entity *watch = NULL );
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void StartMoving( Event *ev );
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void StopMoving( Event *ev );
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void Pause( Event *ev );
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void Continue( Event *ev );
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void SetSpeed( Event *ev );
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void SetDistance( Event *ev );
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void SetHeight( Event *ev );
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void SetYaw( Event *ev );
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void FixedYaw( Event *ev );
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void RelativeYaw( Event *ev );
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void SetFOV( Event *ev );
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void OrbitEvent( Event *ev );
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void FollowEvent( Event *ev );
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void WatchEvent( Event *ev );
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void NoWatchEvent( Event *ev );
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void LookAt( Event *ev );
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void MoveToEntity( Event *ev );
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void MoveToPos( Event *ev );
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void IgnoreAngles( Event *ev );
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void UseAngles( Event *ev );
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void SplineAngles( Event *ev );
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void NormalAngles( Event *ev );
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void FixedPosition( Event *ev );
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void NoFixedPosition( Event *ev );
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void JumpCut( Event *ev );
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void JumpTime( Event *ev );
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void TurnTo( Event *ev );
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void EvaluatePosition( CameraState &state );
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void PanEvent( Event *ev );
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void StopPanEvent( Event *ev );
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void PanSpeedEvent( Event *ev );
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void PanMaxEvent( Event *ev );
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void SetPanAngles( Event *ev );
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void SetNextCamera( Event *ev );
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void SetOverlay( Event *ev );
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void SetThread( Event *ev );
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str &NextCamera( void );
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str &Thread( void );
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str &Overlay( void );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void Camera::Archive
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(
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Archiver &arc
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)
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{
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Entity::Archive( arc );
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arc.WriteFloat( default_fov );
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arc.WriteFloat( default_yaw );
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arc.WriteFloat( default_follow_dist );
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arc.WriteFloat( default_height );
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arc.WriteFloat( default_speed );
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arc.WriteFloat( default_pan_max );
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arc.WriteFloat( default_pan_speed );
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arc.WriteVector( default_angles );
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// currentstate
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currentstate.Archive( arc );
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// newstate
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newstate.Archive( arc );
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arc.WriteFloat( watchTime );
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arc.WriteFloat( followTime );
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arc.WriteFloat( jumpTime );
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arc.WriteSafePointer( targetEnt );
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arc.WriteSafePointer( targetWatchEnt );
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arc.WriteString( nextCamera );
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arc.WriteString( overlay );
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arc.WriteString( thread );
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arc.WriteBoolean( showcamera );
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arc.WriteEvent( moveevent );
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arc.WriteFloat( fov );
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}
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inline EXPORT_FROM_DLL void Camera::Unarchive
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(
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Archiver &arc
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)
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{
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Entity::Unarchive( arc );
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arc.ReadFloat( &default_fov );
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arc.ReadFloat( &default_yaw );
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arc.ReadFloat( &default_follow_dist );
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arc.ReadFloat( &default_height );
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arc.ReadFloat( &default_speed );
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arc.ReadFloat( &default_pan_max );
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arc.ReadFloat( &default_pan_speed );
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arc.ReadVector( &default_angles );
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// currentstate
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currentstate.Unarchive( arc );
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// newstate
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newstate.Unarchive( arc );
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arc.ReadFloat( &watchTime );
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arc.ReadFloat( &followTime );
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arc.ReadFloat( &jumpTime );
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arc.ReadSafePointer( &targetEnt );
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arc.ReadSafePointer( &targetWatchEnt );
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||
|
arc.ReadString( &nextCamera );
|
||
|
arc.ReadString( &overlay );
|
||
|
arc.ReadString( &thread );
|
||
|
|
||
|
arc.ReadBoolean( &showcamera );
|
||
|
arc.ReadEvent( &moveevent );
|
||
|
arc.ReadFloat( &fov );
|
||
|
}
|
||
|
|
||
|
void SetCamera( Entity *ent );
|
||
|
|
||
|
#ifdef EXPORT_TEMPLATE
|
||
|
template class EXPORT_FROM_DLL SafePtr<Camera>;
|
||
|
#endif
|
||
|
typedef SafePtr<Camera> CameraPtr;
|
||
|
|
||
|
class EXPORT_FROM_DLL SecurityCamera : public Camera
|
||
|
{
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( SecurityCamera );
|
||
|
|
||
|
SecurityCamera();
|
||
|
};
|
||
|
|
||
|
#endif /* camera.h */
|