/* ** 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/muzzlerecoil.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 8/22/00 8:31a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "muzzlerecoil.h" #include "timemgr.h" #include "rendobj.h" #include "wwdebug.h" MuzzleRecoilClass::MuzzleRecoilClass(void) { Init(0); } void MuzzleRecoilClass::Init(int bone_index) { BoneIndex = bone_index; RecoilScale = 1.0f; RecoilTimer = 0.0f; OORecoilTime = 0.0f; } void MuzzleRecoilClass::Start_Recoil(float recoil_scale,float recoil_time) { RecoilScale = recoil_scale; RecoilTimer = recoil_time; if (RecoilTimer > 0.0f) { OORecoilTime = 1.0f / RecoilTimer; } } void MuzzleRecoilClass::Update(RenderObjClass * model) { WWASSERT(model != NULL); if ((RecoilTimer <= 0.0f) || (BoneIndex <= 0)) { return; } // Since our timer is active, go ahead and capture the bone model->Capture_Bone(BoneIndex); // Apply the recoil effect. float recoil_scale = RecoilScale * RecoilTimer * OORecoilTime; Matrix3D recoil_tm(1); recoil_tm.Translate_X(-recoil_scale); model->Control_Bone(BoneIndex,recoil_tm); // Decrement the recoil timer and release the bone if it expires RecoilTimer -= TimeManager::Get_Frame_Seconds(); if (RecoilTimer <= 0.0f) { RecoilTimer = 0.0f; model->Release_Bone(BoneIndex); } }