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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/projectile.h
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293
Code/wwphys/projectile.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/projectile.h $*
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* *
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* Author:: Byon_g *
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* *
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* $Modtime:: 8/17/01 8:25p $*
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* *
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* $Revision:: 26 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* ProjectileClass::Get_Velocity -- returns the velocity of this projectile *
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* ProjectileClass::Get_Angular_Velocity -- returns the angular velocity *
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* ProjectileClass::Set_Velocity -- Sets the velocity of this projectile *
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* ProjectileClass::Set_Angular_Velocity -- This will set the tumble rate for the projectile *
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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 PROJECTILE_H
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#define PROJECTILE_H
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#include "always.h"
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#include "movephys.h"
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#include "ode.h"
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/*
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** Projectile State Struct
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** This is the state vector for a Projectile. It has three
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** degrees of freedom in translation
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*/
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struct ProjectileStateStruct
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{
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Vector3 Position;
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Vector3 Velocity;
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};
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class ProjectileDefClass;
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/*
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** ProjectileClass
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**
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** This class is used for things like grenades which do not need to have "size" and
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** do not allow other objects to collide with them. Projectiles are basically
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** an optimization, they are represented only by a point to the collision system
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** and nothing will ever try to collide with them.
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*/
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class ProjectileClass : public MoveablePhysClass
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{
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public:
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ProjectileClass(void);
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virtual ~ProjectileClass(void);
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virtual ProjectileClass * As_ProjectileClass(void) { return this; }
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void Init(const ProjectileDefClass & def);
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virtual void Timestep(float dt);
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virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
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virtual const AABoxClass & Get_Bounding_Box(void) const;
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virtual const Matrix3D & Get_Transform(void) const;
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virtual void Set_Transform(const Matrix3D & m);
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virtual void Get_Velocity(Vector3 * set_vel) const;
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virtual void Get_Angular_Velocity(Vector3 * set_avel) const;
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virtual void Set_Velocity(const Vector3 & newvel);
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virtual void Set_Angular_Velocity(const Vector3 & newavel);
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virtual void Set_Lifetime( float time );
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virtual float Get_Lifetime( void );
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virtual void Set_Bounce_Count(int count);
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virtual int Get_Bounce_Count(void);
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virtual void Apply_Impulse(const Vector3 & imp) { }
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virtual void Apply_Impulse(const Vector3 & imp,const Vector3 & wpos) { }
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/*
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** Collides on Move
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*/
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virtual void Set_Collides_On_Move( bool onoff ) { CollidesOnMove = onoff; }
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/*
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** Control over the method used to generate the orientation of the projectile. Projectiles
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** don't have true "physical" orientation; they provide a couple of methods for generating
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** an orientation: aligned with their path, fixed, or tumbling.
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*/
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void Set_Orientation_Mode_Aligned(void) { OrientationMode = ORIENTATION_ALIGNED; }
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void Set_Orientation_Mode_Fixed(void) { OrientationMode = ORIENTATION_FIXED; }
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void Set_Orientation_Mode_Aligned_Fixed(void);
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void Set_Orientation_Mode_Tumbling(void);
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void Set_Orientation_Mode_Tumbling(const Vector3 & axis,float rate);
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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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protected:
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/*
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** Internal functions
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*/
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void Integrate(float dt);
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void Update_Transform(float dt);
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// state of the projectile
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ProjectileStateStruct State;
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// Collides on Move
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bool CollidesOnMove;
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// Orientation of the projectile
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enum
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{
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ORIENTATION_ALIGNED = 0,
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ORIENTATION_FIXED,
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ORIENTATION_TUMBLING,
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ORIENTATION_ALIGNED_FIXED,
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};
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int OrientationMode;
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Vector3 TumbleAxis;
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float TumbleRate;
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float Lifetime;
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int BounceCount;
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private:
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// not implemented
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ProjectileClass(const ProjectileClass & that);
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ProjectileClass & operator = (const ProjectileClass & that);
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friend class ProjectileDefClass;
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};
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/***********************************************************************************************
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* ProjectileClass::Get_Velocity -- returns the velocity of this projectile *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 9/18/98 GTH : Created. *
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*=============================================================================================*/
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inline void ProjectileClass::Get_Velocity(Vector3 * set_vel) const
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{
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*set_vel = State.Velocity;
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}
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/***********************************************************************************************
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* ProjectileClass::Get_Angular_Velocity -- returns the angular velocity *
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* *
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* Projectiles dont really have angular velocity so this always returns 0,0,0 *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 9/18/98 GTH : Created. *
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*=============================================================================================*/
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inline void ProjectileClass::Get_Angular_Velocity(Vector3 * set_avel) const
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{
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set_avel->Set(0,0,0);
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}
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/***********************************************************************************************
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* ProjectileClass::Set_Velocity -- Sets the velocity of this projectile *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 9/18/98 GTH : Created. *
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*=============================================================================================*/
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inline void ProjectileClass::Set_Velocity(const Vector3 & newvel)
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{
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State.Velocity = newvel;
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if (OrientationMode == ORIENTATION_ALIGNED_FIXED) {
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Matrix3D tm;
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tm.Obj_Look_At(State.Position,State.Position + State.Velocity,0.0f);
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Model->Set_Transform(tm);
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}
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}
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/***********************************************************************************************
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* ProjectileClass::Set_Angular_Velocity -- This will set the tumble rate for the projectile *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* Note that the tumble rate is only used if you put the projectile into "tumble" mode *
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* *
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* HISTORY: *
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* 9/18/98 GTH : Created. *
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*=============================================================================================*/
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inline void ProjectileClass::Set_Angular_Velocity(const Vector3 & newavel)
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{
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TumbleAxis = newavel;
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TumbleRate = TumbleAxis.Length();
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TumbleAxis *= (1.0f / TumbleRate);
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}
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/**
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** ProjectileDefClass
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** Initialization/Game-Database support for Phys3Class
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*/
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class ProjectileDefClass : public MoveablePhysDefClass
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{
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public:
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ProjectileDefClass(void);
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// From Definition
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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 "ProjectileDef"; }
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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(ProjectileDefClass,MoveablePhysDefClass);
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protected:
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bool CollidesOnMove;
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int OrientationMode;
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Vector3 TumbleAxis;
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float TumbleRate;
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float Lifetime;
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int BounceCount;
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friend class ProjectileClass;
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};
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#endif
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