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CnC_Renegade/Code/Combat/muzzlerecoil.cpp

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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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);
}
}