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