mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 02:12:45 +01:00
rwengine: iwyu: reduce warnings in objects subdirectory
This commit is contained in:
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0fc83a97e4
commit
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@ -8,8 +8,11 @@
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{ "include": [ "@<glm/detail/.*>", "private", "<glm/glm.hpp>", "public"] },
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{ "include": [ "@<glm/gtc/quaternion.\\inl>", "private", "<glm/gtc/quaternion.hpp>", "public"] },
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{ "include": [ "@<glm/gtc/matrix_transform.\\inl>", "private", "<glm/gtc/matrix_transform.hpp>", "public"] },
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{ "include": [ "@<glm/gtc/constants.\\inl>", "private", "<glm/gtc/constants.hpp>", "public"] },
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{ "include": [ "@<glm/gtc/\\.\\./detail/.*>", "private", "<glm/glm.hpp>", "public"] },
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{ "include": [ "@<glm/gtx/norm\\.inl>", "private", "<glm/gtx/norm.hpp>", "public"] },
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{ "include": [ "@<glm/gtx/\\.\\./gtc/quaternion\\.hpp>", "public", "<glm/gtc/quaternion.hpp>", "public"] },
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{ "include": [ "@<glm/gtx/\\.\\./gtx/quaternion\\.hpp>", "public", "<glm/gtx/quaternion.hpp>", "public"] },
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# Boost filesystem:
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{ "include": [ "@<boost/filesystem/.*>", "private", "<boost/filesystem.hpp>", "public"] },
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# Boost iterator:
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@ -4,6 +4,7 @@
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#include <limits>
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#include <utility>
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#include <BulletDynamics/Character/btKinematicCharacterController.h>
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#include <btBulletDynamicsCommon.h>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/quaternion.hpp>
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@ -12,6 +12,7 @@
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#include "engine/GameData.hpp"
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#include "engine/GameState.hpp"
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#include "engine/GameWorld.hpp"
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#include "objects/CharacterObject.hpp"
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#include "objects/GameObject.hpp"
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#include "objects/VehicleObject.hpp"
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#include "render/ViewCamera.hpp"
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@ -1,7 +1,6 @@
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#include "engine/GameWorld.hpp"
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//#include <LinearMath/btScalar.h>
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//#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <btBulletDynamicsCommon.h>
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#include <glm/gtx/norm.hpp>
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@ -1,21 +1,26 @@
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#include <ai/CharacterController.hpp>
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#include <engine/Animator.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameState.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <rw/defines.hpp>
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#include "loaders/LoaderIFP.hpp"
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#include "objects/CharacterObject.hpp"
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#include <algorithm>
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#include <cctype>
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#include <cstdlib>
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#include <memory>
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <BulletDynamics/Character/btKinematicCharacterController.h>
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#include <btBulletDynamicsCommon.h>
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// Required for BT_BULLET_VERSION
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#include "LinearMath/btScalar.h"
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#include <rw/defines.hpp>
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#include "ai/CharacterController.hpp"
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#include "engine/Animator.hpp"
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#include "engine/GameData.hpp"
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#include "engine/GameState.hpp"
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#include "engine/GameWorld.hpp"
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#include "loaders/LoaderIFP.hpp"
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#include "objects/VehicleObject.hpp"
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#ifndef BT_BULLET_VERSION
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#warning Unable to find BT_BULLET_VERSION
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#error Unable to find BT_BULLET_VERSION
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#endif
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const float CharacterObject::DefaultJumpSpeed = 2.f;
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@ -1,14 +1,26 @@
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#pragma once
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#ifndef _CHARACTEROBJECT_HPP_
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#define _CHARACTEROBJECT_HPP_
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <BulletDynamics/Character/btKinematicCharacterController.h>
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#include <btBulletCollisionCommon.h>
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#ifndef _RWENGINE_CHARACTEROBJECT_HPP_
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#define _RWENGINE_CHARACTEROBJECT_HPP_
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#include <array>
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#include <data/AnimGroup.hpp>
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#include <cmath>
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#include <cstddef>
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#include <cstdint>
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#include <string>
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#include <glm/gtc/constants.hpp>
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#include <glm/glm.hpp>
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#include <rw/forward.hpp>
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#include <data/AnimGroup.hpp>
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#include <objects/GameObject.hpp>
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class BaseModelInfo;
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class CharacterController;
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class btCapsuleShapeZ;
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class btKinematicCharacterController;
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class btPairCachingGhostObject;
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constexpr int kMaxInventorySlots = 13;
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// Animation slots used for character animation blending
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@ -1,5 +1,9 @@
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#include <objects/CutsceneObject.hpp>
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#include <engine/Animator.hpp>
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#include "objects/CutsceneObject.hpp"
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#include <data/Clump.hpp>
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#include "data/ModelData.hpp"
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#include "engine/Animator.hpp"
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CutsceneObject::CutsceneObject(GameWorld *engine, const glm::vec3 &pos,
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const glm::quat &rot, ClumpPtr model,
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@ -1,8 +1,15 @@
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#pragma once
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#ifndef _CUTSCENEOBJECT_HPP_
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#define _CUTSCENEOBJECT_HPP_
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#ifndef _RWENGINE_CUTSCENEOBJECT_HPP_
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#define _RWENGINE_CUTSCENEOBJECT_HPP_
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#include <glm/glm.hpp>
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#include <rw/forward.hpp>
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#include <objects/GameObject.hpp>
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class BaseModelInfo;
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class GameWorld;
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class ModelFrame;
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/**
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* @brief Object type used for cutscene animations.
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*/
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@ -1,8 +1,8 @@
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#include <engine/Animator.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <loaders/LoaderDFF.hpp>
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#include <loaders/LoaderIFP.hpp>
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#include <objects/GameObject.hpp>
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#include "objects/GameObject.hpp"
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#include <glm/gtc/constants.hpp>
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#include "engine/Animator.hpp"
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GameObject::~GameObject() {
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if (animator) {
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@ -1,17 +1,18 @@
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#pragma once
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#ifndef _GAMEOBJECT_HPP_
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#define _GAMEOBJECT_HPP_
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#ifndef _RWENGINE_GAMEOBJECT_HPP_
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#define _RWENGINE_GAMEOBJECT_HPP_
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#include <data/Clump.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <limits>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <loaders/LoaderIDE.hpp>
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#include <loaders/LoaderIPL.hpp>
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#include <memory>
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#include <objects/ObjectTypes.hpp>
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#include <rw/types.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <rw/defines.hpp>
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#include <rw/forward.hpp>
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#include <data/ModelData.hpp>
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#include <objects/ObjectTypes.hpp>
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class CharacterController;
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class Animator;
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class GameWorld;
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@ -1,9 +1,17 @@
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#include <data/CollisionModel.hpp>
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#include <dynamics/CollisionInstance.hpp>
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#include <engine/Animator.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/InstanceObject.hpp>
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#include "objects/InstanceObject.hpp"
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#include <cstdint>
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#include <string>
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#include <btBulletDynamicsCommon.h>
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#include <glm/gtc/quaternion.hpp>
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#include <rw/types.hpp>
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#include "dynamics/CollisionInstance.hpp"
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#include "engine/Animator.hpp"
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#include "engine/GameData.hpp"
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#include "engine/GameWorld.hpp"
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InstanceObject::InstanceObject(GameWorld* engine, const glm::vec3& pos,
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const glm::quat& rot, const glm::vec3& scale,
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@ -1,10 +1,16 @@
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#pragma once
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#ifndef _OBJECTINSTANCE_HPP_
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#define _OBJECTINSTANCE_HPP_
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#include <btBulletDynamicsCommon.h>
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#ifndef _RWENGINE_INSTANCEOBJECT_HPP_
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#define _RWENGINE_INSTANCEOBJECT_HPP_
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#include <memory>
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#include <glm/glm.hpp>
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#include <rw/forward.hpp>
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#include <objects/GameObject.hpp>
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class BaseModelInfo;
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class CollisionInstance;
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class GameWorld;
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/**
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* @struct InstanceObject
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@ -1,9 +1,8 @@
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#include <data/WeaponData.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/ItemPickup.hpp>
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#include <rw/defines.hpp>
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#include "objects/ItemPickup.hpp"
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#include "data/WeaponData.hpp"
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#include "objects/CharacterObject.hpp"
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#include "objects/PickupObject.hpp"
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ItemPickup::ItemPickup(GameWorld *world, const glm::vec3 &position,
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BaseModelInfo *modelinfo, PickupType type,
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#pragma once
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#ifndef _ITEMPICKUP_HPP_
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#define _ITEMPICKUP_HPP_
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#include <data/WeaponData.hpp>
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#ifndef _RWENGINE_ITEMPICKUP_HPP_
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#define _RWENGINE_ITEMPICKUP_HPP_
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#include <glm/glm.hpp>
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#include <objects/PickupObject.hpp>
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class BaseModelInfo;
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class CharacterObject;
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class GameWorld;
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struct WeaponData;
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/**
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* @brief The ItemPickup class
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* Inserts an item into a characters inventory on pickup.
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#include "objects/PickupObject.hpp"
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#include <btBulletDynamicsCommon.h>
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#include <cmath>
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#include <engine/GameData.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/CharacterObject.hpp>
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#include <btBulletDynamicsCommon.h>
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <glm/gtc/quaternion.hpp>
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#include "engine/GameData.hpp"
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#include "engine/GameWorld.hpp"
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#include "objects/CharacterObject.hpp"
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uint32_t colours[14] = {
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0xff0000, // bat, detonator, adrenaline
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#pragma once
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#ifndef _PICKUPOBJECT_HPP_
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#define _PICKUPOBJECT_HPP_
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <btBulletCollisionCommon.h>
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#ifndef _RWENGINE_PICKUPOBJECT_HPP_
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#define _RWENGINE_PICKUPOBJECT_HPP_
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#include <cstdint>
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#include <glm/glm.hpp>
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#include <rw/defines.hpp>
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#include <objects/GameObject.hpp>
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class VisualFX;
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class btPairCachingGhostObject;
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class btSphereShape;
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class BaseModelInfo;
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class GameWorld;
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class CharacterObject;
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class VisualFX;
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/**
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* @brief The PickupObject class
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@ -1,7 +1,13 @@
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#include <data/WeaponData.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/ProjectileObject.hpp>
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#include "objects/ProjectileObject.hpp"
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <btBulletDynamicsCommon.h>
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#include <glm/gtc/quaternion.hpp>
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#include "data/WeaponData.hpp"
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#include "engine/GameData.hpp"
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#include "engine/GameWorld.hpp"
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#include "render/VisualFX.hpp"
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void ProjectileObject::checkPhysicsContact() {
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btManifoldArray manifoldArray;
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#pragma once
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#ifndef _PROJECTILEOBJECT_HPP_
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#define _PROJECTILEOBJECT_HPP_
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <btBulletDynamicsCommon.h>
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#include <data/WeaponData.hpp>
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#ifndef _RWENGINE_PROJECTILEOBJECT_HPP_
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#define _RWENGINE_PROJECTILEOBJECT_HPP_
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#include <glm/glm.hpp>
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#include <objects/GameObject.hpp>
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class GameWorld;
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class btPairCachingGhostObject;
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class btRigidBody;
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class btSphereShape;
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struct WeaponData;
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/**
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* @brief Implements weapon projectile (e.g. molotovs, RPGs etc.)
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*/
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#pragma once
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#ifndef _VEHICLE_INFO_HPP_
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#define _VEHICLE_INFO_HPP_
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#include <glm/glm.hpp>
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#ifndef _RWENGINE_VEHICLEINFO_HPP_
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#define _RWENGINE_VEHICLEINFO_HPP_
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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/**
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* @brief Stores data loaded from handling.cfg
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*/
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#include "objects/VehicleObject.hpp"
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#include <algorithm>
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#include <limits>
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#include <cmath>
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#include <cstdlib>
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#include <btBulletDynamicsCommon.h>
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#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
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#include <glm/gtx/quaternion.hpp>
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#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
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#include <data/Clump.hpp>
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#include <data/CollisionModel.hpp>
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#include <dynamics/CollisionInstance.hpp>
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#include <dynamics/RaycastCallbacks.hpp>
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#include <engine/Animator.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/CharacterObject.hpp>
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#include <rw/types.hpp>
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#include "dynamics/CollisionInstance.hpp"
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#include "dynamics/RaycastCallbacks.hpp"
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#include "engine/GameData.hpp"
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#include "engine/GameWorld.hpp"
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#include "objects/CharacterObject.hpp"
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#define PART_CLOSE_VELOCITY 0.25f
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constexpr float kVehicleMaxExitVelocity = 0.15f;
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@ -225,8 +230,6 @@ void VehicleObject::updateTransform(const glm::vec3& pos,
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getClump()->getFrame()->setTranslation(pos);
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}
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#include <glm/gtc/type_ptr.hpp>
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void VehicleObject::tick(float dt) {
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RW_UNUSED(dt);
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// Moved to tickPhysics
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#pragma once
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#ifndef _VEHICLEOBJECT_HPP_
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#define _VEHICLEOBJECT_HPP_
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#ifndef _RWENGINE_VEHICLEOBJECT_HPP_
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#define _RWENGINE_VEHICLEOBJECT_HPP_
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#include <cstddef>
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#include <cstdint>
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#include <map>
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#include <objects/CharacterObject.hpp>
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#include <memory>
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#include <string>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <data/ModelData.hpp>
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#include <objects/GameObject.hpp>
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#include <objects/VehicleInfo.hpp>
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class Atomic;
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class CharacterObject;
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class CollisionInstance;
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class GameWorld;
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class ModelFrame;
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class btCollisionShape;
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struct btVehicleRaycaster;
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class btRaycastVehicle;
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class btRigidBody;
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class btHingeConstraint;
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class btTransform;
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/**
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* @class VehicleObject
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#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
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#include <data/Clump.hpp>
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#include <data/CutsceneData.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameState.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <render/ObjectRenderer.hpp>
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#include "data/WeaponData.hpp"
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// Objects that we know how to turn into renderlist entries
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#include <objects/CharacterObject.hpp>
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#include <objects/CutsceneObject.hpp>
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#define RWGAME_RWGAME_HPP
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#include <chrono>
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//FIXME: should be in rwengine, deeply hidden
|
||||
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
|
||||
|
||||
#include <engine/GameData.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
|
@ -21,6 +21,8 @@
|
||||
#include <glm/gtx/norm.hpp>
|
||||
#include <glm/gtx/matrix_major_storage.hpp>
|
||||
|
||||
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
|
||||
|
||||
constexpr float kAutoLookTime = 2.f;
|
||||
constexpr float kAutolookMinVelocity = 0.2f;
|
||||
const float kInGameFOV = glm::half_pi<float>();
|
||||
|
Loading…
Reference in New Issue
Block a user