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Initial commit of Command & Conquer Renegade source code.
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108
Code/wwphys/ridermanager.cpp
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108
Code/wwphys/ridermanager.cpp
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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/ridermanager.cpp $*
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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:: 9/09/01 2:53p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "ridermanager.h"
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#include "phys.h"
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RiderManagerClass::RiderManagerClass(void)
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{
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}
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RiderManagerClass::~RiderManagerClass(void)
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{
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// Tell all riders to unlink from us. (they're also going to call back to Unlink_Rider
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// but we'll just handle that since it makes the interfaces simpler)
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while (RiderList.Peek_Head()) {
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PhysClass * obj = RiderList.Remove_Head();
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obj->Link_To_Carrier(NULL);
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}
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}
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void RiderManagerClass::Link_Rider(PhysClass * obj)
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{
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WWASSERT(!RiderList.Contains(obj));
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RiderList.Add(obj);
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}
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void RiderManagerClass::Unlink_Rider(PhysClass * obj)
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{
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RiderList.Remove(obj);
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}
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bool RiderManagerClass::Contains(PhysClass * obj)
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{
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return RiderList.Contains(obj);
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}
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void RiderManagerClass::Move_Riders(const Matrix3D & delta,RenderObjClass * carrier_sub_obj)
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{
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// for now, only handling translation
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Vector3 move;
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delta.Get_Translation(&move);
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// make all riders which are riding on this subobject ignore each other since they are
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// going to move together
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NonRefPhysListIterator it(&RiderList);
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for (it.First(); !it.Is_Done(); it.Next()) {
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PhysClass * physobj = it.Peek_Obj();
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if ((carrier_sub_obj == NULL) || (physobj->Peek_Carrier_Sub_Object() == carrier_sub_obj)) {
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it.Peek_Obj()->Inc_Ignore_Counter();
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}
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}
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// move all of the riders (again, moving only the ones on the specified sub-object)
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for (it.First(); !it.Is_Done(); it.Next()) {
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PhysClass * physobj = it.Peek_Obj();
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if ((carrier_sub_obj == NULL) || (physobj->Peek_Carrier_Sub_Object() == carrier_sub_obj)) {
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it.Peek_Obj()->Push(move);
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}
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}
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// clear all of the riders ignore bits
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for (it.First(); !it.Is_Done(); it.Next()) {
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PhysClass * physobj = it.Peek_Obj();
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if ((carrier_sub_obj == NULL) || (physobj->Peek_Carrier_Sub_Object() == carrier_sub_obj)) {
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it.Peek_Obj()->Dec_Ignore_Counter();
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}
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}
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}
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