mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 19:23:51 +02:00
Initial Prey Game integration support.
This commit is contained in:
@@ -0,0 +1,34 @@
|
||||
#ifndef ai_spawncase_H
|
||||
#define ai_spawncase_H
|
||||
|
||||
//
|
||||
// hhAISpawnCase
|
||||
//
|
||||
// Spawns a specific monster, attaches to model - waits for trigger before releasing monster
|
||||
//
|
||||
class hhAISpawnCase : public hhAnimated {
|
||||
|
||||
public:
|
||||
CLASS_PROTOTYPE(hhAISpawnCase);
|
||||
|
||||
void Spawn( void );
|
||||
void Save( idSaveGame *savefile ) const;
|
||||
void Restore( idRestoreGame *savefile );
|
||||
virtual void Event_Trigger( idEntity *activator );
|
||||
virtual void Event_AnimDone( int animIndex );
|
||||
|
||||
protected:
|
||||
void Event_CreateAI( void );
|
||||
void Event_AutoTrigger( void );
|
||||
|
||||
void CreateEntSpawnArgs( void );
|
||||
|
||||
idEntityPtr<idAI> encasedAI; // The AI that is currently encased and waiting to come out
|
||||
bool triggerToggle; // Toggles back and forth to indicated which anim to play (open or close)
|
||||
int aiSpawnCount; // Current number of monsters spawned
|
||||
bool waitingForAutoTrigger; // True if we are waiting for an auto-trigger msg to come in (from auto_retrigger_delay setting)
|
||||
int triggerQueue; // Number of triggers that have occurred during the delay period that must be re-sent
|
||||
idDict entSpawnArgs; // Spawn args to copy to spawned entities
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user