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Initial Prey Game integration support.
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#ifndef __PREY_AI_DROID_H__
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#define __PREY_AI_DROID_H__
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class hhDroid : public hhMonsterAI {
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public:
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CLASS_PROTOTYPE(hhDroid);
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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_StartBurst(void) {};
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void Event_EndBurst(void) {};
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void Event_StartStaticBeam(void) {};
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void Event_EndStaticBeam(void) {};
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void Event_StartChargeShot(void) {};
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void Event_EndChargeShot(void) {};
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void Event_StartPathing(void) {};
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void Event_EndPathing(void) {};
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void Event_FlyZip() {};
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void Event_EndZipBeams() {};
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void Event_HealerReset() {}
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#else
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hhDroid();
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~hhDroid();
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void Spawn( void );
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virtual void Think( void );
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void FlyTurn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void AdjustFlySpeed( idVec3 &vel );
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protected:
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idList< idEntityPtr<hhBeamSystem> > beamBurstList;
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idEntityPtr<hhBeamSystem> beamZip;
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idEntityPtr<idEntity> staticPoint;
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idEntityPtr<hhProjectileTracking> chargeShot;
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void Event_StartBurst(void);
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void Event_EndBurst(void);
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void Event_StartStaticBeam(void);
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void Event_EndStaticBeam(void);
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void Event_StartChargeShot(void);
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void Event_EndChargeShot(void);
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void Event_StartPathing(void);
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void Event_EndPathing(void);
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void Event_FlyZip();
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void Event_EndZipBeams();
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void Event_HealerReset();
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idProjectile *LaunchProjectile( const char *jointname, idEntity *target, bool clampToAttackCone, const idDict* desiredProjectileDef );
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virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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virtual void Show( void );
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void FlyMove( void );
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void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void UpdateModelTransform();
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idVec3 savedGravity;
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float chargeShotSize;
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float burstLength;
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float burstSpread;
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float burstDuration;
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float staticDuration; //how long staticbeam lasts
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float staticRange; //distance to check for staticbeam points
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int numBurstBeams;
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idVec3 beamOffset;
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float old_fly_bob_strength;
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float enemyRange;
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float flyDampening;
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int lives;
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float spinAngle;
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bool bHealer;
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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
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