📄 impacts.h
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#ifndef __IMPACTS_H__
#define __IMPACTS_H__
#include "cpp_engineobjects_de.h"
#include "cpp_server_de.h"
//#include "InventoryMgr.h"
class CImpact : public BaseClass
{
public :
CImpact();
virtual ~CImpact();
void Setup(DVector vNormal, DVector vScaleMin, DVector vScaleMax, char* pSound,
DFLOAT fSoundVol, DFLOAT fDuration, DBOOL bRotateable, DBOOL bFade);
protected :
virtual DDWORD EngineMessageFn(DDWORD messageID, void *pData, DFLOAT lData);
void FirstUpdate();
virtual void UpdateScale();
private :
DBOOL InitialUpdate(DVector *pMovement);
DBOOL Update(DVector *pMovement);
DBOOL m_bFirstUpdate;
DBOOL m_bPlaySound;
HSTRING m_hSoundName;
DFLOAT m_fSoundVol;
DBOOL m_bRotateable;
DBOOL m_bFade;
float red, green, blue, alpha;
// @cmember should we update the scaling of the sprite?
DBOOL m_bUpdateScale;
// @cmember where scaling starts
DVector m_vScaleMin;
// @cmember where scaling stops
DVector m_vScaleMax;
// @cmember current scale value
DVector m_vScale;
// @cmember Normal of the surface we impacted on
DVector m_vNormal;
// @cmember how long should we stay alive?
DFLOAT m_fDuration;
// @cmember when were we created?
DFLOAT m_fStartTime;
// @cmember what sound should we play on an impact?
char *m_pSoundFile;
// @cmember how long do the sparks last
DFLOAT m_fSparkDuration;
};
typedef struct CImpactRicochet_t
{
BaseClass m_BaseObject;
DFLOAT m_StartTime;
DFLOAT m_duration;
DVector m_normal;
DBOOL m_bFirstUpdate;
DBOOL m_bPlaySound;
char m_strSound[MAX_CS_FILENAME_LEN];
} CImpactRicochet;
#endif // __IMPACTS_H__
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