/* =========================================================================== Copyright (C) 2015 the OpenMoHAA team 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 =========================================================================== */ // earthquake.h: Earthquake trigger causes a localized earthquake when triggered. // The earthquake effect is visible to the user as the shaking of his screen. // #ifndef __EARTHQUAKE_H__ #define __EARTHQUAKE_H__ #include "g_local.h" #include "trigger.h" #define EARTHQUAKE_STRENGTH 50 class ViewJitter : public Trigger { protected: float m_fRadius; float m_fEdgeEffect; Vector m_vJitterStrength; float m_fDuration; Vector m_vTimeDecay; qboolean m_bDoneDeath; float m_fTimeRunning; public: CLASS_PROTOTYPE( ViewJitter ); ViewJitter(); ViewJitter( Vector vOrigin, float fRadius, float fEdgeEffect, Vector vStrength, float fDuration, Vector vTimeDecay, float fStartDecay ); void EventActivateJitter( Event *ev ); void EventJitterThink( Event *ev ); void EventSetRadius( Event *ev ); void EventSetEdgeEffect( Event *ev ); void EventSetAmount( Event *ev ); void EventSetDuration( Event *ev ); void EventSetTimeDecay( Event *ev ); void EventSetDoneDeath( Event *ev ); void Archive( Archiver& arc ) override; }; inline void ViewJitter::Archive ( Archiver &arc ) { Trigger::Archive( arc ); arc.ArchiveFloat( &m_fRadius ); arc.ArchiveFloat( &m_fEdgeEffect ); arc.ArchiveVector( &m_vJitterStrength ); arc.ArchiveFloat( &m_fDuration ); arc.ArchiveVector( &m_vTimeDecay ); arc.ArchiveBoolean( &m_bDoneDeath ); arc.ArchiveFloat( &m_fTimeRunning ); } #endif