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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
254
Code/wwphys/vehicledazzle.cpp
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254
Code/wwphys/vehicledazzle.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/vehicledazzle.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:: 12/02/01 1:33p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* VehicleDazzleClass::VehicleDazzleClass -- Constructor *
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* VehicleDazzleClass::~VehicleDazzleClass -- Destructor *
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* VehicleDazzleClass::Set_Model -- sets the dazzle model for this object to control *
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* VehicleDazzleClass::Set_Time_Of_Day -- updates any parameters which depend on time of day *
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* VehicleDazzleClass::Pre_Render_Update -- Update dazzle state prior to rendering *
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* VehicleDazzleClass::Is_Vehicle_Dazzle -- static function for filtering vehicle dazzles *
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* VehicleDazzleClass::Determine_Type -- Determine the type of vehicle dazzle this is *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "vehicledazzle.h"
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#include "dazzle.h"
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#include "ww3d.h"
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#include "vehiclephys.h"
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#include "physcontrol.h"
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/*
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** Dazzle parsing constants
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*/
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const char * HEADLIGHT_NAME_PREFIX = "REN_HEADLIGHT";
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const char * BRAKELIGHT_NAME_PREFIX = "REN_BRAKELIGHT";
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const char * BLINKLIGHT_NAME_PREFIX = "REN_BLINKLIGHT";
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/***********************************************************************************************
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* VehicleDazzleClass::VehicleDazzleClass -- Constructor *
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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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* 7/27/2001 gth : Created. *
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*=============================================================================================*/
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VehicleDazzleClass::VehicleDazzleClass(void) :
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Type(HEADLIGHT_TYPE),
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Model(NULL),
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BlinkRate(0.0f),
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CreationTime(0)
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{
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}
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/***********************************************************************************************
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* VehicleDazzleClass::~VehicleDazzleClass -- Destructor *
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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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* 7/27/2001 gth : Created. *
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*=============================================================================================*/
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VehicleDazzleClass::~VehicleDazzleClass(void)
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{
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REF_PTR_RELEASE(Model);
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}
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/***********************************************************************************************
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* VehicleDazzleClass::Set_Model -- sets the dazzle model for this object to control *
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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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* 7/27/2001 gth : Created. *
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*=============================================================================================*/
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void VehicleDazzleClass::Set_Model(DazzleRenderObjClass * model)
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{
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REF_PTR_SET(Model,model);
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if (Model != NULL) {
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Type = Determine_Type(model);
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CreationTime = WW3D::Get_Sync_Time();
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}
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}
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/***********************************************************************************************
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* VehicleDazzleClass::Set_Time_Of_Day -- updates any parameters which depend on time of day *
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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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* 7/27/2001 gth : Created. *
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*=============================================================================================*/
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void VehicleDazzleClass::Set_Time_Of_Day(float time)
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{
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}
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/***********************************************************************************************
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* VehicleDazzleClass::Pre_Render_Update -- Update dazzle state prior to rendering *
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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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* 7/27/2001 gth : Created. *
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*=============================================================================================*/
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void VehicleDazzleClass::Pre_Render_Update(VehiclePhysClass * parent)
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{
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WWASSERT(parent != NULL);
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if (Model != NULL) {
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switch (Type)
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{
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case HEADLIGHT_TYPE:
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{
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/*
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** Turn on the headlights if the engine is on
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*/
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float intensity = (parent->Is_Engine_Enabled() ? 1.0f : 0.0f);
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Model->Set_Dazzle_Color(Vector3(intensity,intensity,intensity));
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break;
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}
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case BRAKELIGHT_TYPE:
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{
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/*
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** Turn on the brakelights if the engine is on
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** Make them bright if the vehicle has forward velocity but the controller is pointing backwards
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*/
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Vector3 velocity;
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parent->Get_Velocity(&velocity);
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float forward_vel = Vector3::Dot_Product(parent->Get_Transform().Get_X_Vector(),velocity);
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bool controller_back = ((parent->Get_Controller() != NULL) && (parent->Get_Controller()->Get_Move_Forward() < 0.0f));
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bool is_braking = ((forward_vel > 0.0f) && (controller_back));
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float intensity = (parent->Is_Engine_Enabled() ? 1.0f : 0.0f);
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intensity *= (is_braking ? 1.0f : 0.25f);
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Model->Set_Dazzle_Color(Vector3(intensity,intensity,intensity));
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break;
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}
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case BLINKLIGHT_TYPE:
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{
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unsigned int elapsed_time = (WW3D::Get_Sync_Time() - CreationTime) & 0x000003FF;
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Model->Set_Hidden(elapsed_time > 0x0000001FF);
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//Model->Set_Hidden(true);
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break;
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}
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}
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}
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}
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/***********************************************************************************************
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* VehicleDazzleClass::Is_Vehicle_Dazzle -- static function for filtering vehicle dazzles *
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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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* 7/27/2001 gth : Created. *
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*=============================================================================================*/
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bool VehicleDazzleClass::Is_Vehicle_Dazzle(RenderObjClass * obj)
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{
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int type = Determine_Type(obj);
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return type != NONE;
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}
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/***********************************************************************************************
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* VehicleDazzleClass::Determine_Type -- Determine the type of vehicle dazzle this is *
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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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* 7/30/2001 gth : Created. *
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*=============================================================================================*/
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int VehicleDazzleClass::Determine_Type(RenderObjClass * obj)
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{
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if ((obj != NULL) && (obj->Class_ID() == RenderObjClass::CLASSID_DAZZLE)) {
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DazzleRenderObjClass * dazzle = (DazzleRenderObjClass *)obj;
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const char * type_name = DazzleRenderObjClass::Get_Type_Name(dazzle->Get_Dazzle_Type());
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if (strnicmp(type_name,HEADLIGHT_NAME_PREFIX,strlen(HEADLIGHT_NAME_PREFIX)) == 0) {
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return HEADLIGHT_TYPE;
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}
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if (strnicmp(type_name,BRAKELIGHT_NAME_PREFIX,strlen(BRAKELIGHT_NAME_PREFIX)) == 0) {
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return BRAKELIGHT_TYPE;
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}
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if (strnicmp(type_name,BLINKLIGHT_NAME_PREFIX,strlen(BLINKLIGHT_NAME_PREFIX)) == 0) {
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return BLINKLIGHT_TYPE;
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}
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}
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return NONE;
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}
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