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engines/icb/gfx/psx_pxactor.h
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engines/icb/gfx/psx_pxactor.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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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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#ifndef ICB_PSX_PXACTOR_H
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#define ICB_PSX_PXACTOR_H
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#include "engines/icb/gfx/psx_pcgpu.h"
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/shadow.h"
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namespace ICB {
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typedef struct psxActor {
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// The true position in x,y,z space i.e. minus the render correction
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PXvector_PSX truePos;
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// The true rotation i.e. minus the render correction (pan_adjust)
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SVECTOR trueRot;
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// The actors render : local to world matrix
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MATRIX lw;
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SVECTOR rot;
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SVECTOR pos;
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int32 style;
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// Screen position
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SVECTOR sPos;
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// Bounding box on the screen
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SVECTOR bboxScrn[8];
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// Min & max corners of the bounding box
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SVECTOR minBbox;
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SVECTOR maxBbox;
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// Shadow bounding boxes
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SVECTOR shadowBox[MAX_SHADOWS][8];
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SVECTOR shadowMinBox[MAX_SHADOWS];
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SVECTOR shadowMaxBox[MAX_SHADOWS];
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uint32 nShadows;
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} psxActor;
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} // End of namespace ICB
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#endif // #ifndef PSX_PXACTOR_H
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