2 @Copyright Looking Glass Studios, Inc.
3 1996,1997,1998,1999,2000 Unpublished Work.
9 #include <dpccret.h> // for actor type
12 #include <dbmem.h> // must be last included header
14 #define WRENCH_PHYS_RADIUS 0.15
16 static sCrPhysModOffset g_WrenchPhysOffsets
[4] = \
18 { 3, 4, 0.22, WRENCH_PHYS_RADIUS
},
19 { 3, 4, 0.47, WRENCH_PHYS_RADIUS
},
20 { 3, 4, 0.74, WRENCH_PHYS_RADIUS
},
21 { 3, 4, 1.0, WRENCH_PHYS_RADIUS
},
24 static sCrPhysModOffsetTable g_WeaponPhysTable
= \
26 4, g_WrenchPhysOffsets
37 // mapping from joint id to exposed joint enum
38 static int g_aArmJointMap
[] =
64 // array of mappings from jointIDs -> parent jointIDs
65 static int g_aArmJointParents
[] =
74 static torso g_DefTorso
={BUTT
,-1,1,{SHLDR
}};
75 static limb g_DefLimb
={0,0,3,{SHLDR
,ELBOW
,WRIST
,FINGER
}};
77 const sCreatureDesc sCrDPCWrenchDesc
= \
79 kDPCCRTYPE_PlayerLimb
, // actor type
83 "wrench_h", // default lengths filename
84 0, // number of phys models
87 g_aArmJointParents
, // joint parent mapping
91 &g_DefTorso
, // default torso values (if lengths file not found)
92 &g_DefLimb
, // default limb values (if lengths file not found)
93 kDPCCrWeap_NumWeapons
, // number of weapons - this seems bogus?
94 &g_WeaponPhysTable
, // weapon physics model offsets
95 FALSE
, // is always ballistic
96 FALSE
, // uses head tracking