// motionant.h #ifndef _MOTIONANT_H_ #define _MOTIONANT_H_ class CInstanceManager; class CEngine; class CLight; class CParticule; class CTerrain; class CCamera; class CBrain; class CPhysics; class CObject; #define MA_MARCH 0 #define MA_STOP 1 #define MA_SPEC 2 #define MAS_PREPARE 0 #define MAS_FIRE 1 #define MAS_TERMINATE 2 #define MAS_BURN 3 #define MAS_RUIN 4 #define MAS_BACK1 5 #define MAS_BACK2 6 #define MAS_BACK3 7 class CMotionAnt : public CMotion { public: CMotionAnt(CInstanceManager* iMan, CObject* object); ~CMotionAnt(); void DeleteObject(BOOL bAll=FALSE); BOOL Create(D3DVECTOR pos, float angle, ObjectType type, float power); BOOL EventProcess(const Event &event); protected: void CreatePhysics(); BOOL EventFrame(const Event &event); protected: float m_armMember; float m_armTimeAbs; float m_armTimeMarch; float m_armTimeAction; short m_armAngles[3*3*3*3*3 + 3*3*3*8]; int m_armTimeIndex; int m_armPartIndex; int m_armMemberIndex; int m_armLastAction; BOOL m_bArmStop; float m_lastParticule; }; #endif //_MOTIONANT_H_