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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code 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.
- Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifdef _D3XP
- /*
- ===============================================================================
- Grabber Object - Class to extend idWeapon to include functionality for
- manipulating physics objects.
- ===============================================================================
- */
- class idBeam;
- class idGrabber : public idEntity {
- public:
- CLASS_PROTOTYPE( idGrabber );
- idGrabber( void );
- ~idGrabber( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void Initialize( void );
- void SetDragDistance( float dist );
- int Update( idPlayer *player, bool hide );
- private:
- idEntityPtr<idEntity> dragEnt; // entity being dragged
- idForce_Grab drag;
- idVec3 saveGravity;
- int id; // id of body being dragged
- idVec3 localPlayerPoint; // dragged point in player space
- idEntityPtr<idPlayer> owner;
- int oldUcmdFlags;
- bool holdingAF;
- bool shakeForceFlip;
- int endTime;
- int lastFiredTime;
- int dragFailTime;
- int startDragTime;
- float dragTraceDist;
- int savedContents;
- int savedClipmask;
- idBeam* beam;
- idBeam* beamTarget;
- int warpId;
- bool grabbableAI( const char *aiName );
- void StartDrag( idEntity *grabEnt, int id );
- void StopDrag( bool dropOnly );
- void UpdateBeams( void );
- void ApplyShake( void );
- };
- #endif
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