muzzlerecoil.h 3.4 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Combat *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/muzzlerecoil.h $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Greg_h $*
  29. * *
  30. * $Modtime:: 8/22/00 8:28a $*
  31. * *
  32. * $Revision:: 1 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. #if defined(_MSC_VER)
  38. #pragma once
  39. #endif
  40. #ifndef MUZZLERECOIL_H
  41. #define MUZZLERECOIL_H
  42. #include "always.h"
  43. class RenderObjClass;
  44. /**
  45. ** MuzzleRecoilClass
  46. ** This class tracks the recoil state of a muzzle for an ArmedGameObj. To set up the object,
  47. ** call Init with the bone index that you want it to control. To trigger a recoil, call
  48. ** Start_Recoil. To make everything work, call Update once per frame with the model pointer
  49. ** and the amount of time that has elapsed.
  50. */
  51. class MuzzleRecoilClass
  52. {
  53. public:
  54. MuzzleRecoilClass(void);
  55. void Init(int bone_index);
  56. void Start_Recoil(float recoil_scale,float recoil_time);
  57. void Update(RenderObjClass * model);
  58. protected:
  59. int BoneIndex; // bone to move
  60. float RecoilScale; // size of the initial translation
  61. float RecoilTimer; // counts down to 0.0s
  62. float OORecoilTime; // one-over the total time for the recoil effect
  63. };
  64. #endif //MUZZLERECOIL_H