openmohaa/code/fgame/barrels.h

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/*
===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// barrels.h : Barrels
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#pragma once
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#include "entity.h"
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#define BARREL_INDESTRUCTABLE 1
#define MAX_BARREL_LEAKS 4
enum {
BARREL_EMPTY,
BARREL_OIL,
BARREL_WATER,
BARREL_GAS
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};
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class BarrelObject : public Entity
{
int m_iBarrelType;
float m_fFluidAmount;
float m_fHeightFluid;
qboolean m_bLeaksActive[MAX_BARREL_LEAKS];
Vector m_vLeaks[MAX_BARREL_LEAKS];
Vector m_vLeakNorms[MAX_BARREL_LEAKS];
Vector m_vJitterAngles;
Vector m_vStartAngles;
float m_fJitterScale;
float m_fLastEffectTime;
float m_fDamageSoundTime;
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public:
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CLASS_PROTOTYPE(BarrelObject);
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BarrelObject();
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int PickBarrelLeak(void);
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void BarrelSetup(Event *ev);
void BarrelSetType(Event *ev);
void BarrelThink(Event *ev);
void BarrelDamaged(Event *ev);
void BarrelKilled(Event *ev);
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void Archive(Archiver& arc) override;
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};
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inline void BarrelObject::Archive(Archiver& arc)
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{
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Entity::Archive(arc);
arc.ArchiveInteger(&m_iBarrelType);
arc.ArchiveFloat(&m_fFluidAmount);
arc.ArchiveFloat(&m_fHeightFluid);
arc.ArchiveVector(&m_vJitterAngles);
arc.ArchiveVector(&m_vStartAngles);
arc.ArchiveFloat(&m_fJitterScale);
arc.ArchiveFloat(&m_fLastEffectTime);
arc.ArchiveFloat(&m_fDamageSoundTime);
for (int i = MAX_BARREL_LEAKS - 1; i >= 0; i--) {
arc.ArchiveBoolean(&m_bLeaksActive[i]);
arc.ArchiveVector(&m_vLeaks[i]);
arc.ArchiveVector(&m_vLeakNorms[i]);
}
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}