mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
101 lines
2.5 KiB
C++
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__ */
|