mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-16 14:50:19 +01:00
de76557325
Demangled and simplified cheat controller. TKickout temp Z in FT mode. Flipper animation frame advance. Fuel bar graph light states.
61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
#pragma once
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#include "maths.h"
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#include "TEdgeSegment.h"
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class TPinballTable;
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class TFlipperEdge : public TEdgeSegment
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{
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public:
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TFlipperEdge(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup, TPinballTable* table,
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vector_type* origin, vector_type* vecT1, vector_type* vecT2, float extendTime, float retractTime, float collMult,
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float elasticity, float smoothness);
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void port_draw() override;
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float FindCollisionDistance(ray_type* ray) override;
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void EdgeCollision(TBall* ball, float coef) override;
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void place_in_grid() override;
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void set_control_points(float timeNow);
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void build_edges_in_motion();
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float flipper_angle(float timeNow);
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int is_ball_inside(float x, float y);
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void SetMotion(int code, float value);
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int FlipperFlag;
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float Elasticity;
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float Smoothness;
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vector_type RotOrigin;
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float CirclebaseRadius;
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float CircleT1Radius;
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float CirclebaseRadiusSq;
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float CircleT1RadiusSq;
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float CirclebaseRadiusMSq;
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float CircleT1RadiusMSq;
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float AngleMax;
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float Angle2;
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float Angle1;
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int CollisionFlag1;
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int CollisionFlag2;
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vector_type CollisionLinePerp;
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vector_type A1Src;
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vector_type A2Src;
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vector_type B1Src;
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vector_type B2Src;
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float CollisionMult;
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vector_type T1Src;
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vector_type T2Src;
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float DistanceDivSq;
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float CollisionTimeAdvance;
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vector_type CollisionDirection;
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int EdgeCollisionFlag;
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float InputTime;
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float AngleStopTime;
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float AngleMult;
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float ExtendTime;
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float RetractTime;
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vector_type NextBallPosition;
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static float flipper_sin_angle, flipper_cos_angle;
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static vector_type A1, A2, B1, B2, T1;
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static line_type lineA, lineB;
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static circle_type circlebase, circleT1;
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};
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