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Initial commit of Command & Conquer Renegade source code.
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144
Code/wwphys/humanphys.h
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144
Code/wwphys/humanphys.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/humanphys.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 8/17/01 8:42p $*
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* *
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* $Revision:: 15 $*
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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 HUMANPHYS_H
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#define HUMANPHYS_H
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#include "vector3.h"
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#include "phys3.h"
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class HumanPhysDefClass;
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/**
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** HumanPhysClass
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** This class performs additional human physics logic. It basically adds
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** user control to the normal Phys3Class behavior.
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*/
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class HumanPhysClass : public Phys3Class
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{
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public:
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HumanPhysClass(void);
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virtual ~HumanPhysClass(void);
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virtual HumanPhysClass * As_HumanPhysClass(void) { return this; }
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void Init(const HumanPhysDefClass & def);
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virtual void Timestep(float dt);
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virtual void Render(RenderInfoClass & rinfo);
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/*
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** Simulation and rendering toggles for all static physics objects
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*/
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virtual bool Is_Simulation_Disabled(void) { return _DisableHumanSimulation || Phys3Class::Is_Simulation_Disabled(); }
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virtual bool Is_Rendering_Disabled(void) { return _DisableHumanRendering || Phys3Class::Is_Simulation_Disabled(); }
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static void Disable_All_Simulation(bool onoff) { _DisableHumanSimulation = onoff; }
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static void Disable_All_Rendering(bool onoff) { _DisableHumanRendering = onoff; }
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static bool Is_All_Simulation_Disabled(void) { return _DisableHumanSimulation; }
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static bool Is_All_Rendering_Disabled(void) { return _DisableHumanRendering; }
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/*
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** Save-Load system
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*/
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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bool Has_Just_Jumped (void) const { return JustJumped; }
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void Jump_To_Point (const Vector3 &point);
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protected:
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virtual void Check_Ground(const AABoxClass & box,GroundStateStruct * gs,float check_dist);
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virtual bool Ballistic_Move(float dt);
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virtual bool Normal_Move(const GroundStateStruct & gs,float dt);
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virtual bool Slide_Move(const GroundStateStruct & gs,float dt);
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void Compute_Desired_Move_Vector(const GroundStateStruct & gs,float dt,Vector3 * set_move);
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bool JustJumped; // character jumped and has not started coming down yet, dont snap him!
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bool IsAIControlledJump;
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private:
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static bool _DisableHumanSimulation;
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static bool _DisableHumanRendering;
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// not implemented
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HumanPhysClass(const HumanPhysClass &);
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HumanPhysClass & operator = (const HumanPhysClass &);
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};
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/**
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** HumanPhysDefClass - Initialization Structure/Factory/Editor Integration for a HumanPhysClass
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*/
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class HumanPhysDefClass : public Phys3DefClass
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{
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public:
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HumanPhysDefClass(void);
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// From DefinitionClass
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virtual uint32 Get_Class_ID (void) const;
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virtual PersistClass * Create(void) const;
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// From PhysDefClass
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virtual const char * Get_Type_Name(void) { return "HumanPhysDef"; }
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virtual bool Is_Type(const char *);
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// From PersistClass
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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// Editable interface requirements
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DECLARE_EDITABLE(HumanPhysDefClass,Phys3DefClass);
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protected:
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// No variables for now...
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};
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#endif
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