//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _AFX_PLAYER_MOVEMENT_H_ #define _AFX_PLAYER_MOVEMENT_H_ #include "afx/ce/afxComponentEffect.h" #include "afx/afxEffectDefs.h" #include "afx/afxConstraint.h" class afxPlayerMovementData : public GameBaseData, public afxEffectDefs { typedef GameBaseData Parent; public: enum OpType { OP_ADD = 0, OP_MULTIPLY, OP_REPLACE, OP_BITS = 2, }; public: F32 speed_bias; Point3F movement; U32 movement_op; public: /*C*/ afxPlayerMovementData(); /*C*/ afxPlayerMovementData(const afxPlayerMovementData&, bool = false); virtual bool onAdd(); virtual void packData(BitStream*); virtual void unpackData(BitStream*); bool hasMovementOverride(); virtual bool allowSubstitutions() const { return true; } static void initPersistFields(); DECLARE_CONOBJECT(afxPlayerMovementData); DECLARE_CATEGORY("AFX"); }; typedef afxPlayerMovementData::OpType afxPlayerMovement_OpType; DefineEnumType( afxPlayerMovement_OpType ); //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #endif // _AFX_PLAYER_MOVEMENT_H_