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include
vlpi
appearance.h
Go to the documentation of this file.
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/*******************************************************************************
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** Copyright (c) 1992-2010 VT MAK
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** All rights reserved.
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*******************************************************************************/
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#ifndef appearance_h_
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#define appearance_h_
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#include <
vlutil/vlMachineTypes.h
>
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#include "
disEnums.h
"
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#include "
entityType.h
"
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class
DT_DLL_VLPROTIND
DtAppearance
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{
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protected
:
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DtAppearance
();
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public
:
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DtAppearance
(
const
DtEntityType
& entityType);
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DtAppearance
(
const
DtAppearance
& orig);
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const
DtAppearance
& operator=(
const
DtAppearance
& orig);
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virtual
~
DtAppearance
();
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virtual
DtAppearance
* clone()
const
;
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virtual
void
setComplianceState(
DtComplianceState
s);
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virtual
DtComplianceState
complianceState()
const
;
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virtual
void
setFrozen(
bool
onOff);
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virtual
bool
frozen()
const
;
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virtual
void
setPowerPlantOn(
bool
onOff);
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virtual
bool
powerPlantOn()
const
;
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virtual
void
setDamageState(
DtDamageState
s);
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virtual
DtDamageState
damageState()
const
;
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virtual
void
setEngineSmokeOn(
bool
onOff);
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virtual
bool
engineSmokeOn()
const
;
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virtual
void
setFlamesPresent(
bool
onOff);
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virtual
bool
flamesPresent()
const
;
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virtual
void
setHatchState(
DtHatchState
s);
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virtual
DtHatchState
hatchState()
const
;
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virtual
void
setImmobilized(
bool
onOff);
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virtual
bool
immobilized()
const
;
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virtual
void
setLifeformState(
DtLifeformState
s);
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virtual
DtLifeformState
lifeformState()
const
;
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virtual
void
setLightState(
DtLightType
s,
bool
onOff);
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virtual
bool
lightState(
DtLightType
s)
const
;
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virtual
void
setLightState(
DtLightState
s);
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virtual
DtLightState
lightState()
const
;
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virtual
void
setDensity(
DtDensityType
dens);
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virtual
DtDensityType
density()
const
;
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virtual
void
setRampDeployed(
bool
onOff);
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virtual
bool
rampDeployed()
const
;
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virtual
void
setSmokePlumePresent(
bool
onOff);
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virtual
bool
smokePlumePresent()
const
;
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virtual
void
setTentDeployed(
bool
onOff);
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virtual
bool
tentDeployed()
const
;
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virtual
void
setTrailState(
DtTrailState
s);
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virtual
DtTrailState
trailState()
const
;
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virtual
void
setCamouflageType(
DtCamouflageType
type);
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virtual
DtCamouflageType
camouflageType()
const
;
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virtual
void
setFirePowerDisabled(
bool
onOff);
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virtual
bool
firePowerDisabled()
const
;
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virtual
void
setIsConcealed(
bool
onOff);
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virtual
bool
isConcealed()
const
;
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virtual
void
setAfterburnerOn(
bool
onOff);
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virtual
bool
afterburnerOn()
const
;
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virtual
void
setLauncherRaised(
bool
onOff);
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virtual
bool
launcherRaised()
const
;
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virtual
void
setLauncherFlashPresent(
bool
onOff);
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virtual
bool
launcherFlashPresent()
const
;
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virtual
void
setPrimaryWeaponState(
DtWeaponState
s);
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virtual
DtWeaponState
primaryWeaponState()
const
;
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virtual
void
setSecondaryWeaponState(
DtWeaponState
s);
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virtual
DtWeaponState
secondaryWeaponState()
const
;
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virtual
void
setAntennaRaised(
bool
upDown);
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virtual
bool
antennaRaised()
const
;
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virtual
void
setMissionKill(
bool
yesNo);
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virtual
bool
missionKill()
const
;
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virtual
void
setInternalHeatSource(
bool
onOff);
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virtual
bool
internalHeatSource()
const
;
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virtual
void
setAppearance(
DtU32
app);
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virtual
DtU32
appearance()
const
;
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virtual
void
setAppearanceAttribute(
const
DtAppearAttribute
attr,
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const
DtAppearAttrVal
val);
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virtual
DtAppearAttrVal
appearanceAttribute(
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const
DtAppearAttribute
attr)
const
;
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virtual
const
DtEntityType
& entityType()
const
;
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virtual
void
setEntityType(
const
DtEntityType
& entityType);
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static
const
DtAppearance
& nullAppearance();
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protected
:
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DtU32
myAppearance
;
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DtEntityType
myEntityType
;
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};
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inline
DtU32
DtAppearance::appearance
()
const
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{
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return
myAppearance
;
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}
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inline
void
DtAppearance::setAppearance
(
DtU32
app)
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{
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myAppearance
= app;
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}
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#endif
Document ID: Generated on Wed Aug 14 15:35:11 EDT 2013 from SVN revision 130445
Copyright © 2005-2013 VT MÄK. All Rights Reserved (
www.mak.com
)