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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/muzzlerecoil.h
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78
Code/Combat/muzzlerecoil.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/muzzlerecoil.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 8:28a $*
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* *
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* $Revision:: 1 $*
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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 MUZZLERECOIL_H
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#define MUZZLERECOIL_H
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#include "always.h"
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class RenderObjClass;
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/**
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** MuzzleRecoilClass
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** This class tracks the recoil state of a muzzle for an ArmedGameObj. To set up the object,
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** call Init with the bone index that you want it to control. To trigger a recoil, call
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** Start_Recoil. To make everything work, call Update once per frame with the model pointer
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** and the amount of time that has elapsed.
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*/
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class MuzzleRecoilClass
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{
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public:
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MuzzleRecoilClass(void);
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void Init(int bone_index);
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void Start_Recoil(float recoil_scale,float recoil_time);
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void Update(RenderObjClass * model);
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protected:
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int BoneIndex; // bone to move
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float RecoilScale; // size of the initial translation
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float RecoilTimer; // counts down to 0.0s
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float OORecoilTime; // one-over the total time for the recoil effect
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};
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#endif //MUZZLERECOIL_H
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