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EntityState.h
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// EntityState.h: interface for the CEntityState class.
//
// Pandora Bot v2.0
// By Darrin W. Cullop (dcullop@arizona.edu)
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_ENTITYSTATE_H__7BB23498_BD1E_11D1_8720_444553540000__INCLUDED_)
#define AFX_ENTITYSTATE_H__7BB23498_BD1E_11D1_8720_444553540000__INCLUDED_
//////////////////////////////////////////////////////////////////////
// CEntityState Includes
//////////////////////////////////////////////////////////////////////
#include "PandoraDefs.h"
#include "Vector.h"
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
//////////////////////////////////////////////////////////////////////
// CEntityState Class Definition
//////////////////////////////////////////////////////////////////////
class CEntityState
{
// Attributes
private:
BYTE m_nModelIndex;
BYTE m_nModelIndex2;
BYTE m_nModelIndex3;
BYTE m_nModelIndex4;
WORD m_nFrame;
UINT m_nSkinNum;
UINT m_nEffects;
UINT m_nRenderFX;
CVector m_vAngles;
CVector m_vOldOrigin;
BYTE m_nSound;
BYTE m_nEvent;
WORD m_nSolid;
BOOL m_bActive;
CVector m_vOrigin;
// Construction / Destruction
public:
CEntityState() { Clear(); };
CEntityState( const CEntityState* pNew ) { Copy( pNew ); };
virtual ~CEntityState() { };
// Data Manipulation
public:
// Get Operators
const BYTE& GetSound() const { return m_nSound; };
const BYTE& GetEvent() const { return m_nEvent; };
const BYTE& GetModelIndex() const { return m_nModelIndex; };
const BYTE& GetModelIndex2() const { return m_nModelIndex2; };
const BYTE& GetModelIndex3() const { return m_nModelIndex3; };
const BYTE& GetModelIndex4() const { return m_nModelIndex4; };
const WORD& GetFrame() const { return m_nFrame; };
const UINT& GetSkinNum() const { return m_nSkinNum; };
const UINT& GetEffects() const { return m_nEffects; };
const UINT& GetRenderFX() const { return m_nRenderFX; };
const CVector& GetOrigin() const { return m_vOrigin; };
const CVector& GetAngles() const { return m_vAngles; };
const CVector& GetOldOrigin() const { return m_vOldOrigin; };
const WORD GetSolid() const { return m_nSolid; };
const BOOL& GetActive() const { return m_bActive; };
// Set Operators
void SetSound( const BYTE& nNew ) { m_nSound = nNew; };
void SetEvent( const BYTE& nNew ) { m_nEvent = nNew; };
void SetModelIndex( const BYTE& nNew ) { m_nModelIndex = nNew; };
void SetModelIndex2( const BYTE& nNew ) { m_nModelIndex2 = nNew; };
void SetModelIndex3( const BYTE& nNew ) { m_nModelIndex3 = nNew; };
void SetModelIndex4( const BYTE& nNew ) { m_nModelIndex4 = nNew; };
void SetFrame( const WORD& nNew ) { m_nFrame = nNew; };
void SetSkinNum( const UINT& nNew ) { m_nSkinNum = nNew; };
void SetEffects( const UINT& nNew ) { m_nEffects = nNew; };
void SetRenderFX( const UINT& nNew ) { m_nRenderFX = nNew; };
void SetOrigin( const CVector& vNew ) { m_vOrigin = vNew; };
void SetAngles( const CVector& vNew ) { m_vAngles = vNew; };
void SetOldOrigin( const CVector& vNew ) { m_vOldOrigin = vNew; };
void SetSolid( const WORD& nNew ) { m_nSolid = nNew; };
void SetActive( const BOOL& bNew ) { m_bActive = bNew; };
// Updatable Get Operators
BYTE& GetSetSound() { return m_nSound; };
BYTE& GetSetEvent() { return m_nEvent; };
BYTE& GetSetModelIndex() { return m_nModelIndex; };
BYTE& GetSetModelIndex2() { return m_nModelIndex2; };
BYTE& GetSetModelIndex3() { return m_nModelIndex3; };
BYTE& GetSetModelIndex4() { return m_nModelIndex4; };
WORD& GetSetFrame() { return m_nFrame; };
UINT& GetSetSkinNum() { return m_nSkinNum; };
UINT& GetSetEffects() { return m_nEffects; };
UINT& GetSetRenderFX() { return m_nRenderFX; };
CVector& GetSetOrigin() { return m_vOrigin; };
CVector& GetSetAngles() { return m_vAngles; };
CVector& GetSetOldOrigin() { return m_vOldOrigin; };
WORD& GetSetSolid() { return m_nSolid; };
// Operations
public:
void Clear();
void Copy( const CEntityState* );
};
#endif // !defined(AFX_ENTITYSTATE_H__7BB23498_BD1E_11D1_8720_444553540000__INCLUDED_)