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Initial Prey Game integration support.
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#ifndef __PREY_AI_CREATURE_H__
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#define __PREY_AI_CREATURE_H__
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class hhCreatureX : public hhMonsterAI {
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public:
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CLASS_PROTOTYPE(hhCreatureX);
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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_GunRecharge( int onOff ) {};
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void Event_LaserOn() {};
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void Event_LaserOff() {};
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void Event_UpdateLasers() {};
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void Event_SetGunOffset( const idAngles &ang ) {};
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void Event_EndLeftBeams() {};
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void Event_EndRightBeams() {};
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void Event_AssignRightMuzzleFx( hhEntityFx* fx ) {};
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void Event_AssignLeftMuzzleFx( hhEntityFx* fx ) {};
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void Event_AssignRightImpactFx( hhEntityFx* fx ) {};
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void Event_AssignLeftImpactFx( hhEntityFx* fx ) {};
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void Event_AssignLeftRechargeFx( hhEntityFx* fx ) {};
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void Event_AssignRightRechargeFx( hhEntityFx* fx ) {};
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void Event_AttackMissile( const char *jointname, const idDict *projDef, int boneDir ) {};
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void Event_HudEvent( const char *eventName ) {};
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void Event_RechargeHealth() {};
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void Event_EndRecharge() {};
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void Event_ResetRechargeBeam() {};
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void Event_SparkLeft() {};
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void Event_SparkRight() {};
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void Event_LeftGunDeath() {};
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void Event_RightGunDeath() {};
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void Event_StartRechargeBeams() {};
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#else
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~hhCreatureX();
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void Spawn();
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void LinkScriptVariables( void );
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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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void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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idScriptBool AI_GUN_TRACKING;
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idScriptBool AI_RECHARGING;
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idScriptBool AI_LEFT_FIRE;
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idScriptBool AI_RIGHT_FIRE;
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idScriptBool AI_LEFT_DAMAGED;
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idScriptBool AI_RIGHT_DAMAGED;
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idScriptBool AI_FIRING_LASER;
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idScriptBool AI_HEALTH_TICK;
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idScriptBool AI_GUN_EXPLODE;
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protected:
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void Event_GunRecharge( int onOff );
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void Event_LaserOn();
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void Event_LaserOff();
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void Event_UpdateLasers();
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void Event_SetGunOffset( const idAngles &ang );
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void Event_EndLeftBeams();
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void Event_EndRightBeams();
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void Event_AssignRightMuzzleFx( hhEntityFx* fx );
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void Event_AssignLeftMuzzleFx( hhEntityFx* fx );
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void Event_AssignRightImpactFx( hhEntityFx* fx );
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void Event_AssignLeftImpactFx( hhEntityFx* fx );
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void Event_AssignLeftRechargeFx( hhEntityFx* fx );
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void Event_AssignRightRechargeFx( hhEntityFx* fx );
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void Event_AttackMissile( const char *jointname, const idDict *projDef, int boneDir );
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void Event_HudEvent( const char *eventName );
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void Event_RechargeHealth();
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void Event_EndRecharge();
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void Event_ResetRechargeBeam();
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void Event_SparkLeft();
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void Event_SparkRight();
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void Event_LeftGunDeath();
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void Event_RightGunDeath();
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void Event_StartRechargeBeams();
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void MuzzleLeftOn();
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void MuzzleRightOn();
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void MuzzleLeftOff();
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void MuzzleRightOff();
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bool UpdateAnimationControllers( void );
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virtual void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void Show();
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void Activate( idEntity *activator );
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idEntityPtr<hhBeamSystem> laserRight;
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idEntityPtr<hhBeamSystem> laserLeft;
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idEntityPtr<hhBeamSystem> preLaserRight;
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idEntityPtr<hhBeamSystem> preLaserLeft;
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idList< idEntityPtr<hhBeamSystem> > leftBeamList;
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idList< idEntityPtr<hhBeamSystem> > rightBeamList;
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idEntityPtr<hhBeamSystem> leftRechargeBeam;
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idEntityPtr<hhBeamSystem> rightRechargeBeam;
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idEntityPtr<hhBeamSystem> leftDamageBeam;
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idEntityPtr<hhBeamSystem> rightDamageBeam;
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idEntityPtr<hhBeamSystem> leftRetractBeam;
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idEntityPtr<hhBeamSystem> rightRetractBeam;
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idEntityPtr<hhEntityFx> muzzleLeftFx;
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idEntityPtr<hhEntityFx> muzzleRightFx;
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idEntityPtr<hhEntityFx> impactLeftFx;
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idEntityPtr<hhEntityFx> impactRightFx;
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idEntityPtr<hhEntityFx> rechargeLeftFx;
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idEntityPtr<hhEntityFx> rechargeRightFx;
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idEntityPtr<hhEntityFx> retractLeftFx;
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idEntityPtr<hhEntityFx> retractRightFx;
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int numBurstBeams;
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bool bLaserLeftActive;
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bool bLaserRightActive;
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idVec3 targetStart_L;
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idVec3 targetEnd_L;
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idVec3 targetCurrent_L;
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idVec3 targetStart_R;
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idVec3 targetEnd_R;
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idVec3 targetCurrent_R;
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float targetAlpha_L;
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float targetAlpha_R;
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int leftGunHealth;
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int rightGunHealth;
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int leftGunLives;
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int rightGunLives;
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idAngles gunShake;
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int nextBeamTime;
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int nextLeftZapTime;
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int nextRightZapTime;
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idVec3 laserEndLeft;
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idVec3 laserEndRight;
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int nextLaserLeft;
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int nextLaserRight;
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int nextHealthTick;
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int leftRechargerHealth;
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int rightRechargerHealth;
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idEntityPtr<hhMonsterAI> leftRecharger;
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idEntityPtr<hhMonsterAI> rightRecharger;
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bool bScripted;
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#endif //HUMANHEAD jsh PCF 5/26/06: code removed for demo build
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};
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#endif /* __PREY_AI_CREATURE_H__ */
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