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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/humanrecoil.h
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82
Code/Combat/humanrecoil.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/humanrecoil.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/22/00 8:09a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef HUMANRECOIL_H
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#define HUMANRECOIL_H
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#include "always.h"
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class RenderObjClass;
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class Matrix3D;
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/**
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** HumanRecoilClass
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** This class encapsulates all of the code to perform a programatic 'recoil' animation on
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** a human skeleton in Renegade.
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**
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** WARNING: this code assumes that you are using the same bone structure for every model
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** that you apply recoils to. The first time it is called, it caches bone indexes for
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** the named bones that it modifies. If you call it with two totally different skeletons
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** the wrong bones will be moved. If this is needed in the future we can extend this class
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** and store an instance of it per game object or something...
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*/
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class HumanRecoilClass
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{
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public:
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HumanRecoilClass(void);
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void Capture_Bones(RenderObjClass * model);
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void Apply_Recoil(const Matrix3D & recoil_tm,RenderObjClass * model,float scale);
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void Release_Bones(RenderObjClass * model);
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protected:
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void Initialize(RenderObjClass * model);
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static bool IsInitted;
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};
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#endif //HUMANRECOIL_H
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