Initial commit of Command & Conquer Renegade source code.

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LFeenanEA
2025-02-27 16:39:46 +00:00
parent 74ab8fa5e0
commit 58ed459113
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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Combat/humanrecoil.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 8/22/00 8:09a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef HUMANRECOIL_H
#define HUMANRECOIL_H
#include "always.h"
class RenderObjClass;
class Matrix3D;
/**
** HumanRecoilClass
** This class encapsulates all of the code to perform a programatic 'recoil' animation on
** a human skeleton in Renegade.
**
** WARNING: this code assumes that you are using the same bone structure for every model
** that you apply recoils to. The first time it is called, it caches bone indexes for
** the named bones that it modifies. If you call it with two totally different skeletons
** the wrong bones will be moved. If this is needed in the future we can extend this class
** and store an instance of it per game object or something...
*/
class HumanRecoilClass
{
public:
HumanRecoilClass(void);
void Capture_Bones(RenderObjClass * model);
void Apply_Recoil(const Matrix3D & recoil_tm,RenderObjClass * model,float scale);
void Release_Bones(RenderObjClass * model);
protected:
void Initialize(RenderObjClass * model);
static bool IsInitted;
};
#endif //HUMANRECOIL_H