28 #ifndef GAME_PLAYER_HANDS_H 29 #define GAME_PLAYER_HANDS_H 31 #include "hpl1/engine/engine.h" 32 #include "hpl1/penumbra-overture/GameTypes.h" 50 mtxPose.SetTranslation(mvPos);
63 eHudModelState_Unequip
84 void DestroyEntities();
86 void EquipEffect(
bool abJustCreated);
103 eHudModelState GetState() {
return mState; }
115 virtual void ResetExtraData() = 0;
117 virtual bool UpdatePoseMatrix(
cMatrixf &aPoseMtx,
float afTimeStep) {
return false; }
119 virtual void LoadExtraEntites() {}
120 virtual void DestroyExtraEntities() {}
122 virtual void PostSceneDraw() {}
124 ePlayerHandType mType;
131 eHudModelState mState;
149 void ResetExtraData() {}
165 void Update(
float afTimeStep);
173 bool AddModelFromFile(
const tString &asFile);
177 void SetCurrentModel(
int alNum,
const tString &asName);
178 iHudModel *GetCurrentModel(
int alNum) {
return mvCurrentHudModels[alNum]; }
181 void UpdatePrevPositions();
196 int mlCurrentModelNum;
199 #endif // GAME_PLAYER_HANDS_H
static cMatrixf MatrixRotate(cVector3f avRot, eEulerRotationOrder aOrder)
Definition: PlayerHands.h:40
typename TreeT::BasicIterator iterator
Definition: stablemap.h:48
Definition: PlayerHands.h:140
Definition: Updateable.h:35
Definition: PlayerHands.h:74
Definition: tinyxml.h:864
Definition: MeshEntity.h:96
Definition: MeshManager.h:39
Definition: PlayerHands.h:159