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153
engines/hpl1/penumbra-overture/HudModel_Weapon.h
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153
engines/hpl1/penumbra-overture/HudModel_Weapon.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_HUD_MODEL_WEAPON_H
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#define GAME_HUD_MODEL_WEAPON_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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#include "hpl1/penumbra-overture/PlayerHands.h"
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using namespace hpl;
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class cMeleeWeaponAttack {
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public:
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cHudModelPose mStart;
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cHudModelPose mEnd;
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float mfAttackLength;
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float mfChargeLength;
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float mfTimeOfAttack;
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float mfMaxImpulse;
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float mfMinImpulse;
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float mfMinMass;
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float mfMaxMass;
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float mfMinDamage;
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float mfMaxDamage;
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cVector3f mvSpinMul;
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float mfDamageRange;
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cVector3f mvDamageSize;
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float mfAttackRange;
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float mfAttackSpeed;
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int mlAttackStrength;
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tString msHitPS;
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int mlHitPSPrio;
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tString msSwingSound;
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tString msChargeSound;
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tString msHitSound;
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iCollideShape *mpCollider;
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cBoundingVolume mBV;
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};
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//-------------------------------------------
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class cMeleeRayCallback : public iPhysicsRayCallback {
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public:
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void Reset();
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bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
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iPhysicsBody *mpClosestBody;
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float mfShortestDist;
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cVector3f mvPosition;
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cVector3f mvNormal;
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};
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//-------------------------------------------
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class cHudModel_WeaponMelee : public iHudModel {
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friend class cPlayerHands;
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public:
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cHudModel_WeaponMelee();
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void LoadData(TiXmlElement *apRootElem);
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void OnAttackDown();
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void OnAttackUp();
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bool OnMouseMove(const cVector2f &avMovement);
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bool UpdatePoseMatrix(cMatrixf &aPoseMtx, float afTimeStep);
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void PostSceneDraw();
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bool IsAttacking();
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cVector3f GetHapticSize() { return mvHapticSize; }
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float GetHapticScale() { return mfHapticScale; }
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cVector3f GetHapticRot() { return mvHapticRot; }
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cMeleeWeaponAttack *GetAttack(int alX) { return &mvAttacks[alX]; }
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private:
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void ResetExtraData();
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void Attack();
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void HitBody(iPhysicsBody *apBody);
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void PlaySound(const tString &asSound);
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void LoadExtraEntites();
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void DestroyExtraEntities();
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bool mbDrawDebug;
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int mlCurrentAttack;
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int mlAttackState;
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float mfTime;
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float mfHapticScale;
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cVector3f mvHapticSize;
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cVector3f mvHapticRot;
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cMatrixf m_mtxPrevPose;
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cMatrixf m_mtxNextPose;
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float mfMoveSpeed;
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bool mbButtonDown;
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bool mbAttacked;
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cMeleeRayCallback mRayCallback;
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Common::Array<cMeleeWeaponAttack> mvAttacks;
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};
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//-------------------------------------------
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#endif // GAME_HUD_MODEL_WEAPON_H
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