T2-CPP/Mod Sources/TSExtension/TSExtension/include/DXAPI/SceneObject.h
Calvin Balke d0936c3c07 Updated Scripts and added projectile collisions
Added a new projectile collision detection feature.  It requires
projectiles to be added to CollideGroup.  Also added a new
ClientCommandGroup that clients should be added to after they have
finished ghosting.  Currently setMPS effects everything in MoveGroup.
setMPS now uses X, Y, and Z as arguments instead of X only.
2015-01-30 13:36:27 -08:00

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#pragma once
#include <DXAPI/MatMath.h>
#include <DXAPI/NetObject.h>
namespace DX
{
class SceneObject : public NetObject
{
public:
SceneObject(unsigned int obj);
Point3F position;
Point3F scale;
void * container;
float * worldtoobj;
float * objtoworld;
Point3F objboxmin;
Point3F objboxmax;
Point3F worldboxmin;
Point3F worldboxmax;
Point3F worldspherecenter;
float &worldsphereradius;
float *renderobjtoworld;
float *renderworldtoobj;
void setTransform(float *matrixinput) {
unsigned int bpv=this->base_pointer_value;
unsigned int minp = (unsigned int) matrixinput;
__asm {
push minp
mov ecx,bpv
mov eax,bpv
mov eax,[eax]
add eax,0x74
call [eax]
}
}
};
} // End NameSpace DX