12#ifndef TT_INCLUDE__REPAIRBAYGAMEOBJ_H
13#define TT_INCLUDE__REPAIRBAYGAMEOBJ_H
15#include "BuildingGameObj.h"
17#include "engine_common.h"
18#include "SimplePersistFactoryClass.h"
19#include "RepairBayGameObjDef.h"
20#include "OBBoxClass.h"
21#include "SimpleGameObj.h"
22class RepairBayGameObj :
public BuildingGameObj
25 RepairBayGameObj (
void);
26 ~RepairBayGameObj (
void);
27 virtual void Init(
void );
28 void Init (
const RepairBayGameObjDef & definition);
29 SCRIPTS_API
const RepairBayGameObjDef & Get_Definition (
void)
const;
30 RepairBayGameObj * As_RepairBayGameObj (
void) {
return this; }
31 bool Save (ChunkSaveClass &csave);
32 bool Load (ChunkLoadClass &cload);
33 const PersistFactoryClass & Get_Factory (
void)
const;
34 void CnC_Initialize (BaseControllerClass *base);
36 void Export_Creation (BitStreamClass &packet);
37 void Import_Creation (BitStreamClass &packet);
39 void Load_Variables (ChunkLoadClass &cload);
40 bool Repair_Vehicle (
void);
41 void Play_Repairing_Animation (
bool onoff);
42 void Update_Repairing_Animations (
void);
43 void Emit_Welding_Arc (RenderObjClass *vehicle_model);
50 OBBoxClass RepairZone;
51 int RepairAnimationID;
53 DynamicVectorClass<ReferencerClass> VehicleList;
54 StaticPhysClass * RepairMesh;
55 SimpleGameObj * ArcObjects[ARC_OBJ_COUNT];
56 float ArcLifeRemaining[ARC_OBJ_COUNT];
58 Matrix3D Bones[BONE_COUNT];
59 static const char * BoneNames[BONE_COUNT];