/* ** 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 : WWPhys * * * * $Archive:: /Commando/Code/wwphys/vehicledazzle.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 10/29/01 4:07p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef VEHICLEDAZZLE_H #define VEHICLEDAZZLE_H #include "always.h" class RenderObjClass; class DazzleRenderObjClass; class VehiclePhysClass; /** ** VehicleDazzleClass ** This object controls a dazzle for a vehicle. These are used to implement headlight dazzles, ** brakelight dazzles, and blinking dazzles on vehicles. */ class VehicleDazzleClass { public: VehicleDazzleClass(void); ~VehicleDazzleClass(void); void Set_Model(DazzleRenderObjClass * model); void Set_Time_Of_Day(float time); void Pre_Render_Update(VehiclePhysClass * parent); static bool Is_Vehicle_Dazzle(RenderObjClass * model); private: enum { HEADLIGHT_TYPE = 0, BRAKELIGHT_TYPE, BLINKLIGHT_TYPE, NONE = -1}; static int Determine_Type(RenderObjClass * model); int Type; DazzleRenderObjClass * Model; float BlinkRate; //(blinks per minute) unsigned int CreationTime; // Not Implemented VehicleDazzleClass(const VehicleDazzleClass & that); VehicleDazzleClass & operator = (const VehicleDazzleClass & that); }; #endif // VEHICLEDAZZLE_H