1998-12-20 00:00:00 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/explosion.h $
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1999-11-02 00:00:00 +00:00
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// $Revision:: 15 $
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1998-12-20 00:00:00 +00:00
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// $Author:: Aldie $
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1999-11-02 00:00:00 +00:00
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// $Date:: 3/11/99 3:48p $
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1998-12-20 00:00:00 +00:00
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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/explosion.h $
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//
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1999-11-02 00:00:00 +00:00
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// 15 3/11/99 3:48p Aldie
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// Added meansofdeath to explosion
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//
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1998-12-20 00:00:00 +00:00
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// 14 10/02/98 7:20p Aldie
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// Added flashplayers to do blinding flashes
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//
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// 13 9/28/98 9:12p Markd
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// Put in archive and unarchive functions
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//
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// 12 9/05/98 12:13p Aldie
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// externed RadiusDamage
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//
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// 11 9/01/98 3:05p Markd
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// Rewrote explosion code
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//
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// 10 6/15/98 10:39a Aldie
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// Updated explosion
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//
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// 9 5/25/98 7:08p Markd
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// commented out some stuff
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//
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// 8 4/05/98 6:42p Jimdose
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// Added Exploders and MultiExploders
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//
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// 7 3/23/98 1:33p Jimdose
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// Revamped event and command system
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//
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// 6 3/18/98 2:27p Jimdose
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// Converted to work with new sin
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//
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// 4 12/06/97 4:48p Markd
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// Added interpretCommands.
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// Added GetArgs as commands for future processing
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// Removed dmg,attentuatioin and volume, moved these to Trigger
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//
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// 3 10/27/97 2:59p Jimdose
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// Removed dependency on quakedef.h
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//
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// 2 9/26/97 5:23p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Standard explosion object that is spawned by other entites and not map designers.
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// Explosion is used by many of the weapons for the blast effect, but is also used
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// by the Exploder and MultiExploder triggers. These triggers create one or more
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// explosions each time they are activated.
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//
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#ifndef __EXPLOSION_H__
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#define __EXPLOSION_H__
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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class EXPORT_FROM_DLL Exploder : public Trigger
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{
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private:
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int damage;
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float attenuation;
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float volume;
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virtual void MakeExplosion( Event *ev );
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public:
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CLASS_PROTOTYPE( Exploder )
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Exploder();
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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 Exploder::Archive
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(
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Archiver &arc
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)
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{
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Trigger::Archive( arc );
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arc.WriteInteger( damage );
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arc.WriteFloat( attenuation );
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arc.WriteFloat( volume );
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}
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inline EXPORT_FROM_DLL void Exploder::Unarchive
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(
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Archiver &arc
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)
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{
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Trigger::Unarchive( arc );
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arc.ReadInteger( &damage );
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arc.ReadFloat( &attenuation );
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arc.ReadFloat( &volume );
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}
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class EXPORT_FROM_DLL MultiExploder : public Trigger
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{
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private:
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float explodewait;
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float explode_time;
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float duration;
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int damage;
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float attenuation;
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float volume;
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float randomness;
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virtual void MakeExplosion( Event *ev );
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public:
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CLASS_PROTOTYPE( MultiExploder );
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MultiExploder();
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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 MultiExploder::Archive
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(
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Archiver &arc
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)
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{
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Trigger::Archive( arc );
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arc.WriteFloat( explodewait );
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arc.WriteFloat( explode_time );
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arc.WriteFloat( duration );
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arc.WriteInteger( damage );
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arc.WriteFloat( attenuation );
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arc.WriteFloat( volume );
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arc.WriteFloat( randomness );
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}
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inline EXPORT_FROM_DLL void MultiExploder::Unarchive
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(
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Archiver &arc
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)
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{
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Trigger::Unarchive( arc );
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arc.ReadFloat( &explodewait );
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arc.ReadFloat( &explode_time );
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arc.ReadFloat( &duration );
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arc.ReadInteger( &damage );
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arc.ReadFloat( &attenuation );
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arc.ReadFloat( &volume );
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arc.ReadFloat( &randomness );
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}
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void CreateExplosion
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(
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Vector pos,
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float damage = 120,
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float scale = 1.0f,
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qboolean bigexplosion = true,
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Entity *inflictor = NULL,
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Entity *attacker = NULL,
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Entity *ignore = NULL,
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1999-11-02 00:00:00 +00:00
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int meansofdeath = MOD_ROCKETSPLASH,
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1998-12-20 00:00:00 +00:00
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float volume = 1.0f,
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float attenuation = ATTN_NORM,
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float r = 1.0f,
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float g = 0.2f,
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float b = 0.0f,
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float light_radius = 240,
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float life = 1,
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float decay = 0.95
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);
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void RadiusDamage
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(
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Entity *inflictorent,
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Entity *attackerent,
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int damage,
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Entity *ignoreent,
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int mod
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);
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void FlashPlayers
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(
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Vector org,
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float r,
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float g,
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float b,
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float a,
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float rad
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);
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#endif /* explosion.h */
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