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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_SECURITYCAMERA_H__
- #define __GAME_SECURITYCAMERA_H__
- #define VIEWCONE_SPOKES 24
- /*
- ===================================================================================
- Security camera
- ===================================================================================
- */
- class idSecurityCamera : public idEntity {
- public:
- CLASS_PROTOTYPE( idSecurityCamera );
- void Spawn( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- virtual void Think( void );
- virtual renderView_t * GetRenderView();
- virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
- virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
- virtual void Present( void );
- void reset( void );
- private:
- enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };
- float angle;
- float baseAngle;
- float sweepAngle;
- int modelAxis;
- bool flipAxis;
- float scanDist;
- float scanFov;
-
- float sweepStart;
- float sweepEnd;
- bool negativeSweep;
- bool sweeping;
- int alertMode;
- float stopSweeping;
- float scanFovCos;
- idVec3 viewOffset;
-
-
- int pvsArea;
- idPhysics_RigidBody physicsObj;
- idTraceModel trm;
- void StartSweep( void );
- bool CanSeePlayer( void );
- void SetAlertMode( int status );
- void DrawFov( void );
- void DrawBounds( void );
- const idVec3 GetAxis( void ) const;
- float SweepSpeed( void ) const;
- void Event_ReverseSweep( void );
- void Event_ContinueSweep( void );
- void Event_Pause( void );
- void Event_Alert( void );
- void Event_AddLight( void );
- void Event_KillGhost( void );
- //BC
- idVec3 GetLensPos( void );
- void Event_camOff( void );
- void Event_camOn( void );
- bool camActive;
- float softAlarmTimer;
- bool softAlarmActivated;
- float targetDist; //distance of target to camera.
- float closeTolerance; //how close player has to be in order to immediately trigger cam sighting.
- idEntityPtr<idEntity> lastSpottedEnt;
- idBeam* beam;
- idBeam* beamTarget;
- idEntity* ghostImage;
- idBeam* boundBeam[ VIEWCONE_SPOKES ];
- idBeam* boundBeamTarget[ VIEWCONE_SPOKES ];
- };
- #endif /* !__GAME_SECURITYCAMERA_H__ */
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