/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Combat * * * * $Archive:: /Commando/Code/Combat/humanrecoil.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 8/22/00 8:09a $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef HUMANRECOIL_H #define HUMANRECOIL_H #include "always.h" class RenderObjClass; class Matrix3D; /** ** HumanRecoilClass ** This class encapsulates all of the code to perform a programatic 'recoil' animation on ** a human skeleton in Renegade. ** ** WARNING: this code assumes that you are using the same bone structure for every model ** that you apply recoils to. The first time it is called, it caches bone indexes for ** the named bones that it modifies. If you call it with two totally different skeletons ** the wrong bones will be moved. If this is needed in the future we can extend this class ** and store an instance of it per game object or something... */ class HumanRecoilClass { public: HumanRecoilClass(void); void Capture_Bones(RenderObjClass * model); void Apply_Recoil(const Matrix3D & recoil_tm,RenderObjClass * model,float scale); void Release_Bones(RenderObjClass * model); protected: void Initialize(RenderObjClass * model); static bool IsInitted; }; #endif //HUMANRECOIL_H