2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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2023-09-10 23:55:08 +02:00
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Copyright (C) 2023 the OpenMoHAA team
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2016-03-27 11:49:47 +02:00
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, 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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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// weapturret.h: MOH Turret. Usable by sentients and monsters.
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//
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2023-09-10 23:55:08 +02:00
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#pragma once
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2016-03-27 11:49:47 +02:00
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#include "weapon.h"
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#include "camera.h"
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extern Event EV_Turret_Enter;
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extern Event EV_Turret_Exit;
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extern Event EV_Turret_AI_TurnSpeed;
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2023-09-24 23:20:43 +02:00
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extern Event EV_Turret_SetMaxUseAngle;
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2016-03-27 11:49:47 +02:00
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2023-09-18 23:35:24 +02:00
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typedef enum {
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TURRETAISTATE_DEFAULT,
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TURRETAISTATE_TRACK,
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TURRETAISTATE_SUPPRESS,
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TURRETAISTATE_SUPPRESS_WAIT
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} turretaistate_e;
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#define FAKEBULLETS 1
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class TurretGun : public Weapon
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{
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friend class Vehicle;
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2016-03-27 11:49:47 +02:00
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protected:
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bool m_bFakeBullets;
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bool m_bPlayerUsable;
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bool m_bUsable;
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bool m_bRestable;
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Vector m_vIdleCheckOffset;
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Vector m_vViewOffset;
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float m_fMaxIdlePitch;
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float m_fMaxIdleYaw;
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Vector m_vUserViewAng;
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Vector m_vUserLastCmdAng;
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float m_fIdlePitchSpeed;
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float m_fTurnSpeed;
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float m_fAIPitchSpeed;
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float m_fPitchUpCap;
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float m_fPitchDownCap;
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float m_fStartYaw;
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float m_fMaxYawOffset;
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float m_fUserDistance;
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float m_fMinBurstTime;
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float m_fMaxBurstTime;
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float m_fMinBurstDelay;
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float m_fMaxBurstDelay;
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float m_fFireToggleTime;
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int m_iFiring;
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int m_iIdleHitCount;
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CameraPtr m_pUserCamera;
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float m_fViewJitter;
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float m_fCurrViewJitter;
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Vector m_vAIBulletSpread[MAX_FIREMODES];
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int m_iTargetType;
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SentientPtr m_pAIEnemy;
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Vector m_Aim_offset;
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SafePtr<Animate> m_pViewModel;
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ScriptThreadLabel m_UseThread;
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public:
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bool m_bHadOwner;
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private:
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int m_iAIState;
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float m_fAIConvergeTime;
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int m_iAISuppressTime;
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int m_iAISuppressWaitTime;
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int m_iAILastTrackTime;
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int m_iAIStartSuppressTime;
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vec3_t m_vDesiredTargetAngles;
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float m_fAIDesiredTargetSpeed;
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vec3_t m_vAIDesiredTargetPosition;
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vec3_t m_vAITargetPosition;
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vec3_t m_vAICurrentTargetPosition;
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vec3_t m_vAITargetSpeed;
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int m_iAINextSuppressTime;
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float m_fAISuppressWidth;
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float m_fAISuppressHeight;
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Vector m_vMuzzlePosition;
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float m_fMaxUseAngle;
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protected:
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void ThinkIdle();
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void P_SetTargetAngles(Vector &vTargAngles);
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virtual void P_ThinkActive();
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public:
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CLASS_PROTOTYPE(TurretGun);
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TurretGun();
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virtual ~TurretGun();
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// added in 2.0
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//====
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void AI_SetTargetAngles(vec3_t vTargAngles, float speed);
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void AI_SetDesiredTargetAngles(const vec3_t angles, float speed);
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void AI_DoTargetNone();
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void AI_MoveToDefaultPosition();
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void AI_DoTargetAutoDefault();
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void AI_StartDefault();
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void AI_StartSuppress();
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void AI_StartSuppressWait();
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void AI_StartTrack();
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void AI_DoTargetAutoTrack();
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void AI_DoSuppressionAiming();
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void AI_DoTargetAutoSuppress();
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void AI_DoTargetAutoSuppressWait();
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void AI_DoTargetAuto();
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void AI_DoAiming();
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void AI_DoFiring();
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void AI_ThinkActive();
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//====
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void Think() override;
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void PlaceTurret(Event *ev);
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virtual void P_UserAim(usercmd_t *ucmd);
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qboolean UserAim(usercmd_t *ucmd);
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virtual void TurretBeginUsed(Sentient *pEnt);
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virtual void P_TurretBeginUsed(Player *pEnt);
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virtual void AI_TurretBeginUsed(Sentient *pEnt); // added in 2.0
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virtual void TurretEndUsed();
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virtual void P_TurretEndUsed();
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virtual void AI_TurretEndUsed(); // added in 2.0
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void RemoveUserCamera(); // added in 2.0
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virtual void TurretUsed(Sentient *pEnt);
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virtual void P_TurretUsed(Player *player);
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void TurretUsed(Event *ev);
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void P_SetPlayerUsable(Event *ev);
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void EventSetUsable(Event *ev); // added in 2.0
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void P_SetViewOffset(Event *ev);
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void EventMaxIdlePitch(Event *ev); // added in 2.0
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void EventMaxIdleYaw(Event *ev); // added in 2.0
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void SetIdleCheckOffset(Event *ev);
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bool IsFiring();
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void CalcFiringViewJitter();
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void P_ApplyFiringViewJitter(Vector& vAng);
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void AI_TurnSpeed(float speed);
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void AI_PitchSpeed(float speed);
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void PitchCaps(float upcap, float downcap);
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void MaxYawOffset(float max);
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void YawCenter(float center);
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void P_UserDistance(float dist);
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void AI_BurstFireSettings(float min_bursttime, float max_bursttime, float min_burstdelay, float max_burstdelay);
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void AI_EventSetAimTarget(Event *ev);
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void AI_EventSetAimOffset(Event *ev);
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void AI_EventClearAimTarget(Event *ev);
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void AI_EventStartFiring(Event *ev);
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void AI_EventStopFiring(Event *ev);
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void AI_EventTurnSpeed(Event *ev);
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void AI_EventPitchSpeed(Event *ev); // added in 2.0
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void EventPitchCaps(Event *ev);
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void EventMaxYawOffset(Event *ev);
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void EventYawCenter(Event *ev);
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void P_EventUserDistance(Event *ev);
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void P_EventViewJitter(Event *ev);
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void P_EventDoJitter(Event *ev); // added in 2.0
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void AI_EventBurstFireSettings(Event *ev);
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void P_EventSetThread(Event *ev);
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void P_SetMaxUseAngle(Event *ev); // added in 2.0
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void P_SetStartYaw(Event *ev); // added in 2.0
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void P_SetViewangles(Event *ev);
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void P_SetViewAnglesForTurret(Event *ev);
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void P_GetViewangles(Event *ev);
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void P_CreateViewModel();
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void P_DeleteViewModel();
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qboolean AI_SetWeaponAnim(const char *anim, Event *ev = NULL);
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qboolean P_SetWeaponAnim(const char *anim, Event *ev = NULL);
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qboolean SetWeaponAnim(const char *anim, Event *ev = NULL) override;
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void AI_StopWeaponAnim();
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void P_StopWeaponAnim();
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void StopWeaponAnim() override;
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bool AI_CanTarget(const vec3_t org);
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2024-04-11 00:30:00 +02:00
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virtual float FireDelay(firemode_t mode) override;
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virtual void SetFireDelay(Event *ev) override; // added in 2.0
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void ShowInfo(float fDot, float fDist) override;
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// added in 2.0
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//====
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void AI_EventSetTargetType(Event *ev);
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void AI_EventGetTargetType(Event *ev);
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void AI_EventSetConvergeTime(Event *ev);
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void AI_EventSetSuppressTime(Event *ev);
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void AI_EventSetSuppressWaitTime(Event *ev);
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void AI_EventSetSuppressWidth(Event *ev);
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void AI_EventSetSuppressHeight(Event *ev);
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void AI_EventSetBulletSpread(Event *ev);
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void GetMuzzlePosition(
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vec3_t position, vec3_t vBarrelPos = NULL, vec3_t forward = NULL, vec3_t right = NULL, vec3_t up = NULL
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) override;
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Vector EyePosition();
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void setAngles(Vector ang) override;
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//====
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2023-09-24 18:42:13 +02:00
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const Vector& GetUserViewAngles() const;
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void SetUserViewAngles(const Vector& vAngles);
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void Archive(Archiver& arc) override;
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};
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