530 lines
15 KiB
C++
530 lines
15 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/armedgameobj.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 12/20/01 7:10p $*
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* *
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* $Revision:: 38 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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/*
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** Includes
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*/
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#include "armedgameobj.h"
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#include "debug.h"
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#include "weaponbag.h"
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#include "weapons.h"
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#include "rendobj.h"
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#include "bitpackids.h"
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#include "wwprofile.h"
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#include "smartgameobj.h"
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/*
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** ArmedGameObjDef
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*/
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ArmedGameObjDef::ArmedGameObjDef( void ) :
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WeaponTiltRate( 1.0f ),
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WeaponTiltMin( -10000.0f ),
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WeaponTiltMax( 10000.0f ),
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WeaponTurnRate( 1.0f ),
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WeaponTurnMin( -10000.0f ),
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WeaponTurnMax( 10000.0f ),
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WeaponError( 0 ),
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WeaponDefID( 0 ),
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SecondaryWeaponDefID( 0 ),
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WeaponRounds( -1 )
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{
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTiltRate );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTiltMin );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTiltMax );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTurnRate );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTurnMin );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTurnMax );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponError );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_WEAPONOBJDEFINITIONID, WeaponDefID );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_INT, WeaponRounds );
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EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_WEAPONOBJDEFINITIONID, SecondaryWeaponDefID );
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}
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enum {
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CHUNKID_DEF_PARENT = 418001829,
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CHUNKID_DEF_VARIABLES,
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MICROCHUNKID_DEF_WEAPON_TILT_RATE = 1,
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MICROCHUNKID_DEF_WEAPON_TILT_MIN,
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MICROCHUNKID_DEF_WEAPON_TILT_MAX,
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MICROCHUNKID_DEF_WEAPON_TURN_RATE,
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MICROCHUNKID_DEF_WEAPON_TURN_MIN,
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MICROCHUNKID_DEF_WEAPON_TURN_MAX,
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XXXMICROCHUNKID_DEF_PRIMARY_ROUNDS,
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XXXMICROCHUNKID_DEF_PRIMARY_AMMO_WEAPON_DEF_ID,
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XXXMICROCHUNKID_DEF_SECONDARY_AMMO_WEAPON_DEF_ID,
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XXXMICROCHUNKID_DEF_SECONDARY_ROUNDS,
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MICROCHUNKID_DEF_WEAPON_DEF_ID,
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MICROCHUNKID_DEF_WEAPON_ROUNDS,
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MICROCHUNKID_DEF_WEAPON_ERROR,
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MICROCHUNKID_DEF_SECONDARY_WEAPON_DEF_ID,
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};
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bool ArmedGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_PARENT );
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PhysicalGameObjDef::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TILT_RATE, WeaponTiltRate );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TILT_MIN, WeaponTiltMin );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TILT_MAX, WeaponTiltMax );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TURN_RATE, WeaponTurnRate );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TURN_MIN, WeaponTurnMin );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TURN_MAX, WeaponTurnMax );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_DEF_ID, WeaponDefID );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_SECONDARY_WEAPON_DEF_ID, SecondaryWeaponDefID );
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WRITE_SAFE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_ROUNDS, WeaponRounds, int );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_ERROR, WeaponError );
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csave.End_Chunk();
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return true;
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}
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bool ArmedGameObjDef::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_DEF_PARENT:
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PhysicalGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TILT_RATE, WeaponTiltRate );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TILT_MIN, WeaponTiltMin );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TILT_MAX, WeaponTiltMax );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TURN_RATE, WeaponTurnRate );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TURN_MIN, WeaponTurnMin );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TURN_MAX, WeaponTurnMax );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_DEF_ID, WeaponDefID );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_SECONDARY_WEAPON_DEF_ID, SecondaryWeaponDefID );
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READ_SAFE_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_ROUNDS, WeaponRounds, int );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_ERROR, WeaponError );
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default:
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Debug_Say(( "Unrecognized ArmedDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(( "Unrecognized ArmedDef chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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/*
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** ArmedGameObj
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*/
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ArmedGameObj::ArmedGameObj( void ) :
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MuzzleA0Bone( 0 ),
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MuzzleA1Bone( 0 ),
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MuzzleB0Bone( 0 ),
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MuzzleB1Bone( 0 ),
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TargetingPos(0,0,0)
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{
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WeaponBag = new WeaponBagClass( this );
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}
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ArmedGameObj::~ArmedGameObj( void )
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{
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delete WeaponBag;
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}
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/*
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**
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*/
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void ArmedGameObj::Init( const ArmedGameObjDef & definition )
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{
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PhysicalGameObj::Init( definition );
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Copy_Settings( definition );
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return ;
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}
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/*
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**
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*/
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void ArmedGameObj::Copy_Settings( const ArmedGameObjDef & definition )
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{
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WeaponClass * weapon = NULL;
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if ( definition.WeaponDefID != 0 ) {
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weapon = WeaponBag->Add_Weapon( definition.WeaponDefID, definition.WeaponRounds );
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}
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if ( definition.SecondaryWeaponDefID != 0 ) {
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WeaponClass * s_weapon = WeaponBag->Add_Weapon( definition.SecondaryWeaponDefID, definition.WeaponRounds );
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if ( weapon == NULL ) {
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weapon = s_weapon;
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}
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}
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if ( weapon != NULL ) {
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WeaponBag->Select_Weapon( weapon );
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}
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Init_Muzzle_Bones();
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return ;
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}
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/*
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**
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*/
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void ArmedGameObj::Re_Init( const ArmedGameObjDef & definition )
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{
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PhysicalGameObj::Re_Init( definition );
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//
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// Remove all non-beacon entries from the weapon bag...
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//
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WeaponBagClass *old_bag = WeaponBag;
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if ( WeaponBag != NULL ) {
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//
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// Loop over all the weapons in the bag
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//
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int weapon_index = WeaponBag->Get_Count();
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while (weapon_index --) {
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WeaponClass *weapon = WeaponBag->Peek_Weapon( weapon_index );
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//
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// If this isn't a beacon, then remove it
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//
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if (weapon != NULL && weapon->Get_Definition ()->Style != WEAPON_HOLD_STYLE_BEACON) {
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WeaponBag->Remove_Weapon( weapon_index );
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}
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}
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WeaponBag = NULL;
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}
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//
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// Re-initialize the weapon bag
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//
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WeaponBag = new WeaponBagClass( this );
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//
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// Copy any internal settings from the definition
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//
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Copy_Settings( definition );
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//
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// Now add any beacons back into the weapon bag
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//
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if ( old_bag != NULL ) {
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WeaponBag->Move_Contents( old_bag );
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delete old_bag;
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}
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return ;
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}
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const ArmedGameObjDef & ArmedGameObj::Get_Definition( void ) const
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{
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return (const ArmedGameObjDef &)BaseGameObj::Get_Definition();
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}
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/*
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** ArmedGameObj Save and Load
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*/
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enum {
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CHUNKID_PARENT = 418001841,
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CHUNKID_VARIABLES,
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CHUNKID_WEAPONBAG,
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MICROCHUNKID_TARGETING_POS = 1,
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};
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bool ArmedGameObj::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_PARENT );
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PhysicalGameObj::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGETING_POS, TargetingPos );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_WEAPONBAG );
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WeaponBag->Save( csave );
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csave.End_Chunk();
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return true;
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}
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bool ArmedGameObj::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_PARENT:
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PhysicalGameObj::Load( cload );
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break;
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case CHUNKID_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_TARGETING_POS, TargetingPos );
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default:
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Debug_Say(( "Unrecognized ArmedGameObj Variable chunkID\n" ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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case CHUNKID_WEAPONBAG:
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WeaponBag->Load( cload );
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break;
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default:
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Debug_Say(( "Unrecognized ArmedGameObj chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void ArmedGameObj::On_Post_Load( void )
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{
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PhysicalGameObj::On_Post_Load();
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Init_Muzzle_Bones();
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}
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//-----------------------------------------------------------------------------
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void ArmedGameObj::Import_Frequent(BitStreamClass & packet)
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{
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PhysicalGameObj::Import_Frequent( packet );
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Vector3 targeting_pos;
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packet.Get(targeting_pos.X, BITPACK_WORLD_POSITION_X);
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packet.Get(targeting_pos.Y, BITPACK_WORLD_POSITION_Y);
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packet.Get(targeting_pos.Z, BITPACK_WORLD_POSITION_Z);
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//
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// Don't force the targetting if the object is controlled
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// by this player
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//
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SmartGameObj *smart_game_obj = As_SmartGameObj ();
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if (smart_game_obj == NULL || smart_game_obj->Is_Controlled_By_Me() == false) {
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Set_Targeting(targeting_pos);
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}
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return ;
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}
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//-----------------------------------------------------------------------------
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void ArmedGameObj::Export_Frequent(BitStreamClass & packet)
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{
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PhysicalGameObj::Export_Frequent( packet );
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packet.Add(TargetingPos.X, BITPACK_WORLD_POSITION_X);
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packet.Add(TargetingPos.Y, BITPACK_WORLD_POSITION_Y);
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packet.Add(TargetingPos.Z, BITPACK_WORLD_POSITION_Z);
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}
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//-----------------------------------------------------------------------------
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void ArmedGameObj::Export_State_Cs(BitStreamClass & packet)
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{
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#if 1
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Vector3 my_pos;
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Get_Position( &my_pos );
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Vector3 rel_target = TargetingPos - my_pos;
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packet.Add(rel_target.X, BITPACK_WORLD_POSITION_X);
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packet.Add(rel_target.Y, BITPACK_WORLD_POSITION_Y);
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packet.Add(rel_target.Z, BITPACK_WORLD_POSITION_Z);
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#else
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packet.Add(TargetingPos.X, BITPACK_WORLD_POSITION_X);
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packet.Add(TargetingPos.Y, BITPACK_WORLD_POSITION_Y);
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packet.Add(TargetingPos.Z, BITPACK_WORLD_POSITION_Z);
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#endif
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}
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//-----------------------------------------------------------------------------
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void ArmedGameObj::Import_State_Cs(BitStreamClass & packet)
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{
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#if 1
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Vector3 rel_target;
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packet.Get(rel_target.X, BITPACK_WORLD_POSITION_X);
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packet.Get(rel_target.Y, BITPACK_WORLD_POSITION_Y);
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packet.Get(rel_target.Z, BITPACK_WORLD_POSITION_Z);
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Vector3 my_pos;
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Get_Position( &my_pos );
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Vector3 targeting_pos = rel_target + my_pos;
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Set_Targeting(targeting_pos);
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#else
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Vector3 targeting_pos;
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packet.Get(targeting_pos.X, BITPACK_WORLD_POSITION_X);
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packet.Get(targeting_pos.Y, BITPACK_WORLD_POSITION_Y);
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packet.Get(targeting_pos.Z, BITPACK_WORLD_POSITION_Z);
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Set_Targeting(targeting_pos);
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#endif
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}
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void ArmedGameObj::Post_Think( void )
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{
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PhysicalGameObj::Post_Think();
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WWPROFILE( "Armed PostThink" );
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if ( Is_Delete_Pending() ) { // don't update if destroying... (so we don't create a new laser!)
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return;
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}
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if ( Get_Weapon() != NULL ) { // Update the weapon after the commands and update_human_animation
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Get_Weapon()->Update();
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}
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// allow any recoil animation to progress
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if (Peek_Model() != NULL) {
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for (int i=0; i<MAX_MUZZLES; i++) {
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MuzzleRecoilController[i].Update(Peek_Model());
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}
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}
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}
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/*
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** Weapons
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*/
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WeaponClass * ArmedGameObj::Get_Weapon( void )
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{
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return WeaponBag->Get_Weapon();
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}
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void ArmedGameObj::Init_Muzzle_Bones( void )
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{
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MuzzleA0Bone = Peek_Model()->Get_Bone_Index( "muzzlea0" );
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MuzzleA1Bone = Peek_Model()->Get_Bone_Index( "muzzlea1" );
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MuzzleB0Bone = Peek_Model()->Get_Bone_Index( "muzzleb0" );
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MuzzleB1Bone = Peek_Model()->Get_Bone_Index( "muzzleb1" );
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if (MuzzleA1Bone == 0) {
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MuzzleA1Bone = MuzzleA0Bone;
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}
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if (MuzzleB0Bone == 0) {
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MuzzleB0Bone = MuzzleA0Bone;
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}
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if (MuzzleB1Bone == 0) {
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MuzzleB1Bone = MuzzleB0Bone;
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}
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MuzzleRecoilController[0].Init(MuzzleA0Bone);
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MuzzleRecoilController[1].Init(MuzzleA1Bone);
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MuzzleRecoilController[2].Init(MuzzleB0Bone);
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MuzzleRecoilController[3].Init(MuzzleB1Bone);
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// Let the weapon learn about muzzle flashes
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if ( Get_Weapon() ) {
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Get_Weapon()->Set_Model( Peek_Model() );
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}
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}
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bool ArmedGameObj::Set_Targeting( const Vector3 & pos, bool do_tilt )
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{
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TargetingPos = pos;
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// Move the turret to match the target
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return true;
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}
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const Matrix3D & ArmedGameObj::Get_Muzzle( int index )
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{
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RenderObjClass * model = Peek_Model();
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if ( index == 3 && MuzzleB1Bone != 0 ) {
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return model->Get_Bone_Transform( MuzzleB1Bone );
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}
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if ( index >= 2 && MuzzleB0Bone != 0 ) {
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return model->Get_Bone_Transform( MuzzleB0Bone );
|
|
}
|
|
|
|
if ( index == 1 && MuzzleA1Bone != 0 ) {
|
|
return model->Get_Bone_Transform( MuzzleA1Bone );
|
|
}
|
|
|
|
if ( MuzzleA0Bone != 0 ) {
|
|
return model->Get_Bone_Transform( MuzzleA0Bone );
|
|
}
|
|
|
|
return Get_Transform();
|
|
}
|
|
|
|
bool ArmedGameObj::Muzzle_Exists( int index )
|
|
{
|
|
if ( index == 0 ) {
|
|
return MuzzleA0Bone != 0;
|
|
}
|
|
if ( index == 1 ) {
|
|
return MuzzleA1Bone != 0;
|
|
}
|
|
if ( index == 2 ) {
|
|
return MuzzleB0Bone != 0;
|
|
}
|
|
if ( index == 3 ) {
|
|
return MuzzleB1Bone != 0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void ArmedGameObj::Start_Recoil( int muzzle_index,float recoil_scale,float recoil_time )
|
|
{
|
|
WWASSERT(muzzle_index >= 0);
|
|
WWASSERT(muzzle_index < MAX_MUZZLES);
|
|
MuzzleRecoilController[muzzle_index].Start_Recoil(recoil_scale,recoil_time);
|
|
}
|