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Initial Prey Game integration support.
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#ifndef __PREY_AI_CENTURION_H__
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#define __PREY_AI_CENTURION_H__
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/***********************************************************************
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hhCenturion.
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Centurion AI.
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***********************************************************************/
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class hhCenturion : public hhMonsterAI {
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public:
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CLASS_PROTOTYPE(hhCenturion);
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#ifdef ID_DEMO_BUILD //HUMANHEAD jsh PCF 5/26/06: code removed for demo build
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void Event_CenturionLaunch( const idList<idStr>* parmList ) {};
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void Event_ScriptedRoar() {};
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void Event_ScriptedArmChop() {};
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void Event_CenturionLooseArm() {};
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void Event_ForceFieldNotify() {};
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void Event_ForceFieldToggle( int toggle ) {};
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void Event_PlayerInTunnel( int toggle, idEntity* ent ) {};
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void Event_ReachedTunnel() {};
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void Event_MoveToTunnel() {};
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bool AttackMelee( const char *meleeDefName ) { return true; };
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void Event_CheckForObstruction( int checkPathToPillar ) {};
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void Event_MoveToObstruction() {};
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void Event_DestroyObstruction() {};
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void Event_ReachedObstruction() {};
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void Event_CloseToObstruction() {};
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void Event_EnemyCloseToObstruction() {};
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void Event_BackhandImpulse( idEntity* ent ) {};
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virtual void Event_PostSpawn( void ) {};
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void Event_TakeDamage( int takeDamage ) {};
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void Event_FindNearbyEnemy( float distance ) {};
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virtual void Event_Touch( idEntity *other, trace_t *trace ) {};
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#else
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public:
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void Spawn();
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void Think();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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protected:
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void Event_CenturionLaunch( const idList<idStr>* parmList );
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void Event_ScriptedRoar();
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void Event_ScriptedArmChop();
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void Event_CenturionLooseArm();
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void Event_ForceFieldNotify();
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void Event_ForceFieldToggle( int toggle );
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void Event_PlayerInTunnel( int toggle, idEntity* ent );
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void Event_ReachedTunnel();
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void Event_MoveToTunnel();
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void LinkScriptVariables( void );
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bool AttackMelee( const char *meleeDefName );
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void Event_CheckForObstruction( int checkPathToPillar );
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void Event_MoveToObstruction();
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void Event_DestroyObstruction();
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void Event_ReachedObstruction();
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void Event_CloseToObstruction();
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void Event_EnemyCloseToObstruction();
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void Event_BackhandImpulse( idEntity* ent );
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virtual void Event_PostSpawn( void );
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void Event_TakeDamage( int takeDamage );
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void Event_FindNearbyEnemy( float distance );
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virtual void Event_Touch( idEntity *other, trace_t *trace );
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void AimedAttackMissile( const char *jointname, const idDict *projDef );
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idEntityPtr<idEntity> armchop_Target;
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idEntityPtr<idEntity> pillarEntity;
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idScriptBool AI_CENTURION_ARM_MISSING;
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idScriptBool AI_CENTURION_REQUIRE_ROAR;
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idScriptBool AI_CENTURION_ARM_TUNNEL;
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idScriptBool AI_CENTURION_FORCEFIELD_WAIT;
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idScriptFloat AI_CENTURION_SCRIPTED_ROAR;
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idScriptFloat AI_CENTURION_SCRIPTED_TUNNEL;
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idList< idEntityPtr<idEntity> > obstacles;
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#endif
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};
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#endif //__PREY_AI_CENTURION_H__
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