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// 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