/* ** 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 : Renegade * * * * $Archive:: /Commando/Code/Combat/combatdazzle.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 6/13/01 9:05a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef COMBATDAZZLE_H #define COMBATDAZZLE_H #include "always.h" #include "dazzle.h" /** ** CombatDazzleClass - this class handles the visibility callback for the combat scene. ** This handler should be installed while the background scene and the game scene ** are rendered and it determines visibility by asking the game scene to cast a ray ** from the camera to the dazzle position. */ class CombatDazzleClass : public DazzleVisibilityClass { float Compute_Dazzle_Visibility( RenderInfoClass & rinfo, DazzleRenderObjClass * dazzle, const Vector3 & point) const; }; extern CombatDazzleClass _TheCombatDazzleHandler; #endif