368 lines
11 KiB
C
368 lines
11 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/scriptslave.h $
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// $Revision:: 32 $
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// $Author:: Markd $
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// $Date:: 10/28/98 8:37p $
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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/scriptslave.h $
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//
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// 32 10/28/98 8:37p Markd
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// Added notshootable functionality
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//
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// 31 10/27/98 9:16p Jimdose
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// overrode bind and unbind events
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//
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// 30 10/24/98 2:09p Aldie
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// Added func_volumetric
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//
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// 29 10/23/98 10:04p Markd
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// Added explode event
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//
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// 28 9/23/98 11:00p Markd
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// put in some garbage collection on stuff that wasn't freed up
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//
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// 27 9/21/98 10:15p Markd
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// Putting archiving and unarchiving functions in
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//
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// 26 9/21/98 6:05p Markd
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// added archive and unarchive functions
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//
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// 25 8/21/98 3:48p Markd
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// Added new rotate commands
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//
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// 24 8/21/98 1:46a Markd
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// Added RotateUpTo, RotateDownTo and RotateTo
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//
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// 23 7/23/98 6:17p Aldie
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// Updated damage system and fixed some damage related bugs. Also put tracers
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// back to the way they were, and added gib event to funcscriptmodels
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//
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// 22 7/22/98 3:48p Jimdose
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// Changed damage to an event function. Fixed the slaves not responding to
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// damage
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//
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// 21 7/11/98 6:32p Markd
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// removed valid orientation, simplified code
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//
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// 20 7/10/98 1:13p Markd
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// Added more functionality to spline based movement
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//
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// 19 7/08/98 12:42p Markd
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// Added spline based following of paths
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//
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// 18 6/18/98 8:49p Jimdose
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// Changed all thread variables to ThreadPtrs
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//
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// 17 6/11/98 11:53a Aldie
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// Updated the damage parms for scriptslave::damage
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//
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// 16 5/24/98 8:46p Jimdose
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// Made a lot of functions more str-friendly.
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// Got rid of a lot of char * based strings
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// Cleaned up get spawn arg functions and sound functions
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// sound functions now use consistant syntax
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//
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// 15 4/29/98 6:29p Jimdose
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// Added ScriptOrigin
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//
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// 14 4/07/98 8:01p Markd
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// Added ScriptModel constructor
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//
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// 13 4/06/98 3:55p Jimdose
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// Since RF_FRAMELERP is now cleared out every frame, ClearLerp was redundant
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//
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// 12 4/05/98 2:00a Jimdose
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// added ClearLerp and ScriptModel
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//
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// 11 3/24/98 5:03p Jimdose
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// Added NewOrders
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//
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// 10 3/23/98 1:33p Jimdose
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// Revamped event and command system
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//
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// 9 3/02/98 8:49p Jimdose
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// Changed CLASS_PROTOTYPE to only take the classname
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//
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// 8 2/18/98 8:12p Jimdose
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// Changed pointers to scriptMaster to entity numbers
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// Changed direct calls to the master into events
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//
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// 7 2/17/98 7:03p Jimdose
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// no longer pass script into interpretCommand
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//
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// 6 2/03/98 10:44a Jimdose
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// Updated to work with Quake 2 engine
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//
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// 4 10/28/97 4:14p Jimdose
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// Removed CommandsWaiting
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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 scripted objects. Controlled by scriptmaster. These objects
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// are bmodel objects created in the editor and controlled by an external
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// text based script. Commands are interpretted on by one and executed
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// upon a signal from the script master. The base script object can
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// perform several different relative and specific rotations and translations
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// and can cause other parts of the script to be executed when touched, damaged,
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// touched, or used.
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//
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#ifndef __SCRIPTSLAVE_H__
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#define __SCRIPTSLAVE_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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#include "mover.h"
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#include "script.h"
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#include "scriptmaster.h"
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#include "misc.h"
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#include "bspline.h"
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class EXPORT_FROM_DLL ScriptSlave : public Mover
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{
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protected:
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ThreadPtr touchthread;
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ThreadPtr blockthread;
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ThreadPtr triggerthread;
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ThreadPtr usethread;
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ThreadPtr damagethread;
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ThreadPtr movethread;
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str touchlabel;
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str uselabel;
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str blocklabel;
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str triggerlabel;
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str damagelabel;
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float attack_finished;
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int dmg;
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public:
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qboolean commandswaiting;
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Vector TotalRotation;
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Vector NewAngles;
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Vector NewPos;
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Vector ForwardDir;
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float speed;
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Waypoint *waypoint;
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float traveltime;
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BSpline *splinePath;
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float splineTime;
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qboolean splineangles;
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qboolean ignoreangles;
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CLASS_PROTOTYPE( ScriptSlave );
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ScriptSlave();
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~ScriptSlave();
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void NewOrders( Event *ev );
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void BindEvent( Event *ev );
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void EventUnbind( Event *ev );
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void DoMove( Event *ev );
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void MoveEnd( Event *ev );
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void SetAnglesEvent( Event *ev );
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void TriggerEvent( Event *ev );
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void GotoNextWaypoint( Event *ev );
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void JumpTo( Event *ev );
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void MoveToEvent( Event *ev );
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void SetSpeed( Event *ev );
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void SetTime( Event *ev );
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void MoveUp( Event *ev );
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void MoveDown( Event *ev );
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void MoveNorth( Event *ev );
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void MoveSouth( Event *ev );
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void MoveEast( Event *ev );
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void MoveWest( Event *ev );
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void MoveForward( Event *ev );
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void MoveBackward( Event *ev );
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void MoveLeft( Event *ev );
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void MoveRight( Event *ev );
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void RotateXdownto( Event *ev );
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void RotateYdownto( Event *ev );
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void RotateZdownto( Event *ev );
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void RotateAxisdownto( Event *ev );
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void RotateXupto( Event *ev );
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void RotateYupto( Event *ev );
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void RotateZupto( Event *ev );
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void RotateAxisupto( Event *ev );
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void Rotateupto( Event *ev );
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void Rotatedownto( Event *ev );
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void Rotateto( Event *ev );
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void RotateXdown( Event *ev );
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void RotateYdown( Event *ev );
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void RotateZdown( Event *ev );
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void RotateAxisdown( Event *ev );
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void RotateXup( Event *ev );
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void RotateYup( Event *ev );
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void RotateZup( Event *ev );
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void RotateAxisup( Event *ev );
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void RotateX( Event *ev );
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void RotateY( Event *ev );
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void RotateZ( Event *ev );
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void RotateAxis( Event *ev );
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void OnTouch( Event *ev );
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void NoTouch( Event *ev );
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void TouchFunc( Event *ev );
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void OnBlock( Event *ev );
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void NoBlock( Event *ev );
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void BlockFunc( Event *ev );
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void OnTrigger( Event *ev );
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void NoTrigger( Event *ev );
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void TriggerFunc( Event *ev );
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void OnUse( Event *ev );
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void NoUse( Event *ev );
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void UseFunc( Event *ev );
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void OnDamage( Event *ev );
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void NoDamage( Event *ev );
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void DamageFunc( Event *ev );
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void SetDamage( Event *ev );
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void FollowPath( Event *ev );
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void EndPath( Event *ev );
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void FollowingPath( Event *ev );
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void CreatePath( SplinePath *path, splinetype_t type );
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void Explode( Event *ev );
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void NotShootable( Event *ev );
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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 ScriptSlave::Archive
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(
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Archiver &arc
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)
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{
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Mover::Archive( arc );
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arc.WriteSafePointer( touchthread );
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arc.WriteSafePointer( blockthread );
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arc.WriteSafePointer( triggerthread );
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arc.WriteSafePointer( usethread );
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arc.WriteSafePointer( damagethread );
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arc.WriteSafePointer( movethread );
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arc.WriteString( touchlabel );
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arc.WriteString( uselabel );
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arc.WriteString( blocklabel );
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arc.WriteString( triggerlabel );
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arc.WriteString( damagelabel );
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arc.WriteFloat( attack_finished );
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arc.WriteInteger( dmg );
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arc.WriteBoolean( commandswaiting );
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arc.WriteVector( TotalRotation );
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arc.WriteVector( NewAngles );
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arc.WriteVector( NewPos );
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arc.WriteVector( ForwardDir );
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arc.WriteFloat( speed );
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arc.WriteObjectPointer( waypoint );
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arc.WriteFloat( traveltime );
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arc.WriteFloat( splineTime );
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arc.WriteBoolean( splineangles );
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arc.WriteBoolean( ignoreangles );
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// if it exists, archive it, otherwise place a special NULL ptr tag
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if ( splinePath )
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{
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arc.WriteInteger( ARCHIVE_POINTER_VALID );
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splinePath->Archive( arc );
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}
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else
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{
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arc.WriteInteger( ARCHIVE_POINTER_NULL );
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}
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}
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inline EXPORT_FROM_DLL void ScriptSlave::Unarchive
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(
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Archiver &arc
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)
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{
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int i;
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Mover::Unarchive( arc );
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arc.ReadSafePointer( &touchthread );
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arc.ReadSafePointer( &blockthread );
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arc.ReadSafePointer( &triggerthread );
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arc.ReadSafePointer( &usethread );
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arc.ReadSafePointer( &damagethread );
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arc.ReadSafePointer( &movethread );
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arc.ReadString( &touchlabel );
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arc.ReadString( &uselabel );
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arc.ReadString( &blocklabel );
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arc.ReadString( &triggerlabel );
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arc.ReadString( &damagelabel );
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arc.ReadFloat( &attack_finished );
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arc.ReadInteger( &dmg );
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arc.ReadBoolean( &commandswaiting );
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arc.ReadVector( &TotalRotation );
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arc.ReadVector( &NewAngles );
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arc.ReadVector( &NewPos );
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arc.ReadVector( &ForwardDir );
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arc.ReadFloat( &speed );
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arc.ReadObjectPointer( ( Class ** )&waypoint );
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arc.ReadFloat( &traveltime );
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arc.ReadFloat( &splineTime );
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arc.ReadBoolean( &splineangles );
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arc.ReadBoolean( &ignoreangles );
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i = arc.ReadInteger();
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if ( i == ARCHIVE_POINTER_VALID )
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{
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splinePath = new BSpline;
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splinePath->Unarchive( arc );
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}
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else if ( i == ARCHIVE_POINTER_NULL )
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{
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splinePath = NULL;
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}
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else
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{
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warning( "Unarchive", "unable to determine archive type for splinePath" );
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}
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}
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class EXPORT_FROM_DLL ScriptModel : public ScriptSlave
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{
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private:
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void GibEvent(Event *ev);
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public:
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CLASS_PROTOTYPE( ScriptModel );
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ScriptModel();
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};
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class EXPORT_FROM_DLL ScriptOrigin : public ScriptSlave
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{
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public:
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CLASS_PROTOTYPE( ScriptOrigin );
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ScriptOrigin();
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};
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class EXPORT_FROM_DLL ScriptVolumetric : public ScriptSlave
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{
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public:
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CLASS_PROTOTYPE( ScriptVolumetric );
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ScriptVolumetric();
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};
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#endif /* scriptslave.h */
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