mirror of
https://github.com/UberGames/EF2GameSource.git
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172 lines
4.5 KiB
C
172 lines
4.5 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/specialfx.h $
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// $Revision:: 3 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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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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//
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// DESCRIPTION:
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// special effects
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//
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#ifndef __SPECIAL_FX_H__
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#define __SPECIAL_FX_H__
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#include "g_local.h"
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#include "scriptslave.h"
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class Fulcrum : public ScriptSlave
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{
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private:
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float resetspeed;
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float dampening;
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float limit;
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float speed;
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qboolean touched;
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Vector startangles;
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str movesound;
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public:
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CLASS_PROTOTYPE( Fulcrum );
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Fulcrum();
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void Setup( Event *ev );
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void SetSpeed( Event *ev );
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void SetResetSpeed( Event *ev );
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void SetDampening( Event *ev );
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void SetLimit( Event *ev );
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void SetMoveSound( Event *ev );
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void Reset( Event *ev );
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void Touched( Event *ev );
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void Adjust( Event *ev );
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virtual void Archive( Archiver &arc );
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};
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inline void Fulcrum::Archive
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(
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Archiver &arc
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)
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{
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ScriptSlave::Archive( arc );
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arc.ArchiveFloat( &resetspeed );
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arc.ArchiveFloat( &dampening );
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arc.ArchiveFloat( &limit );
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arc.ArchiveFloat( &speed );
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arc.ArchiveBoolean( &touched );
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arc.ArchiveVector( &startangles );
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arc.ArchiveString( &movesound );
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}
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class RunThrough : public Entity
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{
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private:
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Vector offset;
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float speed;
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float chance;
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float delay;
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float lasttriggertime;
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float lip;
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str spawnmodel;
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void SetSpeed( Event *ev );
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void SetChance( Event *ev );
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void SetDelay( Event *ev );
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void SetLip( Event *ev );
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void SetSpawnModel( Event *ev );
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void SetOffset( Event *ev );
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void Touched( Event *ev );
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public:
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CLASS_PROTOTYPE( RunThrough );
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RunThrough();
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virtual void Archive( Archiver &arc );
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};
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inline void RunThrough::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.ArchiveVector( &offset );
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arc.ArchiveFloat( &speed );
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arc.ArchiveFloat( &chance );
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arc.ArchiveFloat( &delay );
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arc.ArchiveFloat( &lasttriggertime );
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arc.ArchiveFloat( &lip );
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arc.ArchiveString( &spawnmodel );
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}
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class SinkObject : public ScriptSlave
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{
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private:
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float resetspeed;
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float resetdelay;
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float dampening;
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float limit;
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float speed;
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float delay;
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float time_touched;
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float time_reset;
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str sinksound;
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str resetsound;
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qboolean touched;
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qboolean active;
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Vector startpos;
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public:
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CLASS_PROTOTYPE( SinkObject );
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SinkObject();
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void Setup( Event *ev );
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void SetSpeed( Event *ev );
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void SetDelay( Event *ev );
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void SetResetSpeed( Event *ev );
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void SetResetDelay( Event *ev );
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void SetDampening( Event *ev );
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void SetLimit( Event *ev );
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void Reset( Event *ev );
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void Touched( Event *ev );
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void Adjust( Event *ev );
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void Fall( Event *ev );
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void SetResetSound( Event *ev );
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void SetSinkSound( Event *ev );
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void MakeActive( Event *ev );
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void MakeNonActive( Event *ev );
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virtual void Archive( Archiver &arc );
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};
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inline void SinkObject::Archive
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(
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Archiver &arc
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)
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{
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ScriptSlave::Archive( arc );
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arc.ArchiveFloat( &resetspeed );
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arc.ArchiveFloat( &resetdelay );
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arc.ArchiveFloat( &dampening );
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arc.ArchiveFloat( &limit );
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arc.ArchiveFloat( &speed );
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arc.ArchiveFloat( &delay );
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arc.ArchiveFloat( &time_touched );
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arc.ArchiveFloat( &time_reset );
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arc.ArchiveString( &sinksound );
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arc.ArchiveString( &resetsound );
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arc.ArchiveBoolean( &touched );
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arc.ArchiveBoolean( &active );
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arc.ArchiveVector( &startpos );
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}
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#endif /* specialfx.h */
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