ef2gamesource/dlls/game/actor_headwatcher.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

101 lines
2.5 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/actor_headwatcher.h $
// $Revision:: 10 $
// $Author:: Steven $
// $Date:: 10/13/03 8:53a $
//
// Copyright (C) 2001 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Head Watcher Class
//
#ifndef __ACTOR_HEADWATCHER_H__
#define __ACTOR_HEADWATCHER_H__
#include "actor.h"
#include "actorincludes.h"
#include "weapon.h"
//============================
// Class HeadWatcher
//============================
class HeadWatcher
{
public:
HeadWatcher();
HeadWatcher( Actor *actor );
~HeadWatcher();
void SetWatchTarget( Entity *ent );
void SetWatchTarget( const str &targetName );
void SetWatchSpeed ( float speed );
void SetMaxHeadYaw ( float max );
void SetMaxHeadPitch ( float max );
void SetMaxDistance( float distance );
void SetIgnoreWatchTarget( bool ignore );
Entity* GetWatchTarget();
void ClearWatchTarget();
void HeadWatchTarget();
void AdjustHeadAngles( const Vector &tagPos , const Vector &watchPosition );
void LerpHeadBySpeed( const Vector &angleDelta , bool useTorsoAngles = true );
void setHeadTwitch( bool twitchHead );
void twitchHead( void );
// Archiving
virtual void Archive( Archiver &arc );
void DoArchive( Archiver &arc , Actor *actor );
protected:
void _init();
private:
EntityPtr _watchTarget;
Vector _currentHeadAngles;
float _maxHeadTurnSpeed;
float _turnThreshold;
qboolean _explicitSet;
float _maxHeadYaw;
float _maxHeadPitch;
bool _twitchHead;
float _nextTwitchHeadTime;
Vector _headTwitchAngles;
float _maxDistance;
bool _ignoreWatchTarget;
Actor *act;
};
inline void HeadWatcher::SetMaxHeadPitch( float max )
{
_maxHeadPitch = max;
}
inline void HeadWatcher::SetMaxHeadYaw( float max )
{
_maxHeadYaw = max;
}
inline void HeadWatcher::SetMaxDistance( float distance )
{
_maxDistance = distance;
}
inline void HeadWatcher::SetIgnoreWatchTarget( bool ignore )
{
_ignoreWatchTarget = ignore;
}
#endif /* __ACTOR_HEADWATCHER_H__ */