// Range_Range.sch // I know the name on this sucks, but this stores the data about the actual range. // Grid Struct STRUCT GRID_LOCATION VECTOR vLoc // Should probably turn this into a constant!! BOOL bOccupied ENDSTRUCT ENUM RANGE_CORNER_INDEXES RANGE_FRONT_LEFT = 0, RANGE_BACK_LEFT, RANGE_FRONT_RIGHT, RANGE_BACK_RIGHT, RANGE_FRONT_LEFT_FAR, RANGE_BACK_LEFT_FAR, RANGE_FRONT_RIGHT_FAR, NUM_RANGE_CORNERS ENDENUM STRUCT Range_RangeData GRID_LOCATION sRangeGrid[MAX_GRID_LOCS] VECTOR vRangeForward VECTOR vRangeRight VECTOR vRangeCorners[NUM_RANGE_CORNERS] VECTOR vDoorPos RANGE_LOCATION eLocation VECTOR vPlayerRootPos // Player's position at the coutner FLOAT fPlayerRootHead // Player's heading at the counter VECTOR vAngledAreaChk1 // Box which the palyer cannot fire inside VECTOR vAngledAreaChk2 VECTOR vRemoveGlassesFacing // Coord player will face when taking off glasses (180, basically) VECTOR vRedressPos // Warp during final redress cut, w/ headergear on FLOAT fRedressHead VECTOR vRedressGoto // Coord player will walk to after warp, to exit range VECTOR vRedressLeaveRangeGoto // Walking away from counter as part of headgear cutscene VECTOR vRedressCamStart VECTOR vRedressCamStartOrient VECTOR vRedressCamInterp VECTOR vRedressCamInterpOrient VECTOR vRedressCamEnd VECTOR vRedressCamEndOrient VECTOR vQuitCamPos // Where cam snaps to player's side when removing headgera VECTOR vQuitCamOrient FLOAT fTargetEndZRot // Te facing all targets should have when they enter. ENDSTRUCT