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142
engines/hpl1/penumbra-overture/PlayerState_Weapon.h
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142
engines/hpl1/penumbra-overture/PlayerState_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_PLAYER_STATE_WEAPON_H
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#define GAME_PLAYER_STATE_WEAPON_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/PlayerState.h"
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using namespace hpl;
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//-----------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// THROW STATE
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//////////////////////////////////////////////////////////////////////////
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class cHudModel_Throw;
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class cPlayerState_Throw : public iPlayerState {
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public:
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cPlayerState_Throw(cInit *apInit, cPlayer *apPlayer);
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void OnUpdate(float afTimeStep);
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void OnDraw();
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void OnPostSceneDraw();
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bool OnJump();
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void OnStartInteractMode();
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void OnStartInteract();
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void OnStopInteract();
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void OnStartExamine();
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void OnStartHolster();
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bool OnAddYaw(float afVal);
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bool OnAddPitch(float afVal);
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bool OnMoveForwards(float afMul, float afTimeStep);
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bool OnMoveSideways(float afMul, float afTimeStep);
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void EnterState(iPlayerState *apPrevState);
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void LeaveState(iPlayerState *apNextState);
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void OnStartRun();
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void OnStopRun();
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void OnStartCrouch();
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void OnStopCrouch();
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bool OnStartInventory();
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bool OnStartInventoryShortCut(int alNum);
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void SetHudObject(cHudModel_Throw *apHudObject) { mpHudObject = apHudObject; }
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private:
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cHudModel_Throw *mpHudObject;
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float mfLastForward;
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float mfLastSideways;
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};
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//-----------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// WEAPON MELEE STATE
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//////////////////////////////////////////////////////////////////////////
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class cHudModel_WeaponMelee;
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class cPlayerState_WeaponMelee : public iPlayerState {
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public:
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cPlayerState_WeaponMelee(cInit *apInit, cPlayer *apPlayer);
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void OnUpdate(float afTimeStep);
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void OnDraw();
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void OnPostSceneDraw();
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bool OnJump();
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void OnStartInteractMode();
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void OnStartInteract();
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void OnStopInteract();
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void OnStartExamine();
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void OnStartHolster();
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bool OnAddYaw(float afVal);
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bool OnAddPitch(float afVal);
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bool OnMoveForwards(float afMul, float afTimeStep);
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bool OnMoveSideways(float afMul, float afTimeStep);
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void EnterState(iPlayerState *apPrevState);
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void LeaveState(iPlayerState *apNextState);
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void OnStartRun();
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void OnStopRun();
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void OnStartCrouch();
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void OnStopCrouch();
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bool OnStartInventory();
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bool OnStartInventoryShortCut(int alNum);
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void SetHudWeapon(cHudModel_WeaponMelee *apHudWeapon) { mpHudWeapon = apHudWeapon; }
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private:
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cHudModel_WeaponMelee *mpHudWeapon;
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float mfLastForward;
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float mfLastSideways;
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};
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//-----------------------------------------------------------------
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#endif // GAME_PLAYER_STATE_WEAPON_H
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