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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/camerashakesystem.h
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110
Code/wwphys/camerashakesystem.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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/camerashakesystem.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:: 7/13/00 4:06p $*
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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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#ifndef CAMERASHAKESYSTEM_H
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#define CAMERASHAKESYSTEM_H
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#include "always.h"
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#include "vector3.h"
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#include "multilist.h"
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#include "mempool.h"
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class CameraClass;
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/**
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** CameraShakeSystemClass
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** This class encapsulates all of the logic and data needed to implement camera "shakes"
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** These are used to simulate explosions, earthquakes, etc.
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*/
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class CameraShakeSystemClass
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{
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public:
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CameraShakeSystemClass(void);
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~CameraShakeSystemClass(void);
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enum
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{
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FLAGS_NONE = 0,
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FLAGS_IGNOREPOSITION,
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};
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void Add_Camera_Shake( const Vector3 & position,
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float radius = 50.0f,
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float duration = 1.5f,
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float power = 1.0f );
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void Timestep(float dt);
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void Update_Camera(CameraClass & camera);
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protected:
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/**
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** CameraShakerClass
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** This class encapsulates the current state of a camera shaker. It is a multi-list object
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** and is allocated in pools.
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*/
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class CameraShakerClass : public MultiListObjectClass, public AutoPoolClass<CameraShakerClass,256>
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{
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public:
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CameraShakerClass(const Vector3 & position,float radius,float duration,float power);
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~CameraShakerClass(void);
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void Timestep(float dt) { ElapsedTime += dt; }
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bool Is_Expired(void) { return (ElapsedTime >= Duration); }
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void Compute_Rotations(const Vector3 & pos,Vector3 * set_angles);
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protected:
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Vector3 Position;
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float Radius;
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float Duration;
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float Intensity;
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float ElapsedTime;
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Vector3 Omega;
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Vector3 Phi;
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};
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MultiListClass<CameraShakerClass> CameraShakerList;
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};
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#endif //CAMERASHAKESYSTEM_H
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