/* ** 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.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 8/22/00 8:28a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef MUZZLERECOIL_H #define MUZZLERECOIL_H #include "always.h" class RenderObjClass; /** ** MuzzleRecoilClass ** This class tracks the recoil state of a muzzle for an ArmedGameObj. To set up the object, ** call Init with the bone index that you want it to control. To trigger a recoil, call ** Start_Recoil. To make everything work, call Update once per frame with the model pointer ** and the amount of time that has elapsed. */ class MuzzleRecoilClass { public: MuzzleRecoilClass(void); void Init(int bone_index); void Start_Recoil(float recoil_scale,float recoil_time); void Update(RenderObjClass * model); protected: int BoneIndex; // bone to move float RecoilScale; // size of the initial translation float RecoilTimer; // counts down to 0.0s float OORecoilTime; // one-over the total time for the recoil effect }; #endif //MUZZLERECOIL_H