Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
331 lines
9.3 KiB
C++
331 lines
9.3 KiB
C++
//===========================================================================//
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// File: Truck.cpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/09/98 JSE Inital base class based off of Shadowrun/Adept //
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// 09/23/98 BDB State engine update //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "MW4Headers.hpp"
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#include "Truck.hpp"
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#include "gameinfo.hpp"
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#include "MWDamageObject.hpp"
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#include "obstacle.hpp"
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#include "ai.hpp"
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#include <adept\effect.hpp>
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#include <Adept\EntityManager.hpp>
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//#############################################################################
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//############################### Truck ##############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Truck::ClassData*
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Truck::DefaultData = NULL;
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DWORD MechWarrior4::Executed_Truck_Count = 0;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Truck::InitializeClass()
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{
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Check_Object(MWMover::ExecutionStateEngine::DefaultData);
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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TruckClassID,
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"MechWarrior4::Truck",
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BaseClass::DefaultData,
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0, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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(Entity::GameModel::Factory)GameModel::ConstructOBBStream,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
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AnimationStateEngine::Make
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Truck::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Truck*
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Truck::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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Truck *new_entity = new
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Truck(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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Check_Object(EntityManager::GetInstance());
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EntityManager::GetInstance()->AddMover(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Truck::Truck(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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):
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Vehicle(class_data, message, base_id, element)
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{
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Check_Pointer(this);
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Check_Object(message);
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HookUpSubsystems();
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CommonCreation(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Truck::~Truck()
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{
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Check_Object(EntityManager::GetInstance());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Truck::Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(this);
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Check_Object(message);
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STOP(("Not implemented"));
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BaseClass::Reuse(message, base_id);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Truck::CommonCreation(CreateMessage *message)
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{
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Check_Object(this);
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Check_Object(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Truck::Respawn(Entity::CreateMessage *message)
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{
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Check_Object(this);
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Check_Object(message);
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BaseClass::Respawn(message);
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CreateMessage *vehicle_message = Cast_Pointer(CreateMessage *, message);
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CommonCreation(vehicle_message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Truck::TurnOn (void)
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{
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lastParameterization = gos_GetElapsedTime ();
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executionState->RequestState(ExecutionStateEngine::DrivingMotionState);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Truck::PreCollisionExecute(Time till)
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{
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Check_Object(this);
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PRECOLLISION_LOGIC("Truck");
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#if defined(LAB_ONLY)
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if (!instanceName)
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MWGameInfo::g_LastVehicle[0] = '\0';
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else
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{
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strncpy(MWGameInfo::g_LastVehicle, instanceName, sizeof(MWGameInfo::g_LastVehicle)-1);
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MWGameInfo::g_LastVehicle[sizeof(MWGameInfo::g_LastVehicle)-1] = '\0';
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}
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MWGameInfo::g_LastVehiclePos = GetLocalToWorld ();
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#endif
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//
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//-------------------------------------------------------------
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// Let the base class deal with setting up the motion variables
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//-------------------------------------------------------------
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//
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BaseClass::PreCollisionExecute(till);
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Set_Statistic(Executed_Truck_Count, Executed_Truck_Count+1);
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//
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//----------------------------------------------------------------------
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// Any executing vehicle should not be in never execute state and should
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// always use post collision
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//----------------------------------------------------------------------
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//
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Check_Object(executionState);
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int pre_state = executionState->GetState();
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Verify(pre_state != ExecutionStateEngine::NeverExecuteState);
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//
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//-------------------------------------------------------------------------
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// Do the appropriate type of simulation. Animated motion state is for BRB
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//-------------------------------------------------------------------------
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//
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Scalar time_slice = GetTimeSlice(till);
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switch (pre_state)
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{
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//
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//----------------------------------------------------
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// Always execute state is for the normal driving code
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//----------------------------------------------------
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//
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case ExecutionStateEngine::DyingState:
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ComputeFrictionSpeed (time_slice);
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UpdateVehiclePosition (time_slice);
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break;
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case ExecutionStateEngine::DrivingMotionState:
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ComputeForwardSpeed(time_slice);
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UpdateVehiclePosition(time_slice);
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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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void Truck::PostCollisionExecute (Stuff::Time time)
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{
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Check_Object(this);
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POSTCOLLISION_LOGIC("Truck");
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int pre_state = executionState->GetState();
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Verify(pre_state != ExecutionStateEngine::NeverExecuteState);
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switch (pre_state)
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{
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case ExecutionStateEngine::DyingState:
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// check for unit stopped falling and moving
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if ((localSpaceVelocity.linearMotion.z == 0.0f) && ((localSpaceVelocity.linearMotion.y == 0.0f)))
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{
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Verify (m_DeathDamageMode != -1);
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Verify (m_DeathDamageType != -1);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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DealSplashDamage();
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SetDead ();
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Entity::ReactToDestruction(m_DeathDamageMode,m_DeathDamageType);
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// CreateEffect(model->secondaryDestroyedEffectResource, this);
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if(!m_deathEntity.GetCurrent())
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{
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Entity *death_entity = CreateStaticHermitEntity(model->deathEntityResource);
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if(death_entity)
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{
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m_deathEntity.Remove();
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m_deathEntity.Add(death_entity);
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}
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}
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executionState->RequestState(ExecutionStateEngine::NeverExecuteState);
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entityElement->SetAlwaysCullMode();
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RemoveCollision();
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lastParameterization = GetTimeSlice (time);
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initialLocalToParent = GetLocalToParent();
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SyncMatrices(true);
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}
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break;
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}
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BaseClass::PostCollisionExecute (time);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Truck::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Truck::ReactToDestruction(int damage_mode, int damage_type)
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{
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if (damage_mode != InternalDamageObject::DestructionDamageMode)
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{
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SPEW(("jerryeds", "DYING WITHOUT DEATH!!!"));
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SPEW(("daberger", "DYING WITHOUT DEATH!!!"));
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damage_mode = InternalDamageObject::DestructionDamageMode;
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}
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if ((localSpaceVelocity.linearMotion.z == 0.0f) && ((localSpaceVelocity.linearMotion.y == 0.0f)))
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{
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BaseClass::ReactToDestruction (damage_mode,damage_type);
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return;
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}
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switch(damage_mode)
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{
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case InternalDamageObject::DestructionDamageMode:
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{
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if(m_AI)
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{
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Check_Object(m_AI);
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m_AI->Die();
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}
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else
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{
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MW4AI::g_Rect4DHash->RemovePermRect (this);
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}
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if((!IsDestroyed()) && (!m_SecondaryExplosion.GetCurrent ()))
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{
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m_DeathDamageMode = damage_mode;
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m_DeathDamageType = damage_type;
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const GameModel *model = GetGameModel();
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SetDying ();
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Check_Object(model);
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Effect *eff;
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eff = CreateEffect(model->secondaryDestroyedEffectResource, this,true);
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Check_Object (eff);
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m_SecondaryExplosion.Add (eff);
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executionState->RequestState(ExecutionStateEngine::DyingState);
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}
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}
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}
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}
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