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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/physcontrol.h
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109
Code/wwphys/physcontrol.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/physcontrol.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 4/28/00 5:18p $*
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* *
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* $Revision:: 7 $*
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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 PHYSCONTROL_H
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#define PHYSCONTROL_H
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#include "always.h"
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#include "vector3.h"
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class ChunkSaveClass;
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class ChunkLoadClass;
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class ChunkLoadClass;
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class ChunkSaveClass;
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/*
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PhysControllerClass
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This is an object which abstractly describes the control state
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for a physics object.
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PhysControllers are not persistant objects on their own but they
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do provide a save and load method so that you can embed them in
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another object if you want to.
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*/
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class PhysControllerClass
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{
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public:
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PhysControllerClass(void) : MoveVector(0,0,0), TurnLeft(0) { }
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void Reset(void) { Reset_Move(); Reset_Turn(); }
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void Set_Move_Forward(float scl) { MoveVector.X = scl; }
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void Set_Move_Left(float scl) { MoveVector.Y = scl; }
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void Set_Move_Up(float scl) { MoveVector.Z = scl; }
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void Set_Turn_Left(float scl) { TurnLeft = scl; }
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float Get_Move_Forward(void) { return MoveVector.X; }
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float Get_Move_Left(void) { return MoveVector.Y; }
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float Get_Move_Up(void) { return MoveVector.Z; }
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float Get_Turn_Left(void) { return TurnLeft; }
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void Reset_Move(void) { MoveVector.Set(0,0,0); }
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const Vector3 & Get_Move_Vector(void) { return MoveVector; }
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void Reset_Turn(void) { TurnLeft = 0.0f; }
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bool Is_Inactive(void);
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bool Save(ChunkSaveClass & csave);
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bool Load(ChunkLoadClass & cload);
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private:
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Vector3 MoveVector;
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float TurnLeft;
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};
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inline bool PhysControllerClass::Is_Inactive(void)
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{
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return ((TurnLeft == 0.0f) && (MoveVector.Length2() == 0.0f));
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}
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#endif
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