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Initial Prey Game integration support.
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#ifndef __PREY_AI_SPHEREBOSS_H__
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#define __PREY_AI_SPHEREBOSS_H__
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class hhSphereBoss : public hhMonsterAI {
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public:
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CLASS_PROTOTYPE(hhSphereBoss);
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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_UpdateTarget() {};
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void Event_GetCombatNode() {};
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void Event_GetCircleNode() {};
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void Event_DirectMoveToPosition(const idVec3 &pos) {};
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void Event_SpinClouds( float shouldSpin ) {};
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void Event_SetSeekScale( float new_scale ) {};
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#else
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void Spawn();
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void FlyTurn();
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void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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idProjectile *LaunchProjectile( const char *jointname, idEntity *target, bool clampToAttackCone, const idDict* desiredProjectileDef );
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void AdjustFlySpeed( idVec3 &vel );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void FlyMove( void );
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bool ReachedPos( const idVec3 &pos, const moveCommand_t moveCommand ) const;
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void LinkScriptVariables();
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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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void AddLocalMatterWound( jointHandle_t jointNum, const idVec3 &localOrigin, const idVec3 &localNormal, const idVec3 &localDir, int damageDefIndex, const idMaterial *collisionMaterial );
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void Event_UpdateTarget();
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void Event_GetCombatNode();
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void Event_GetCircleNode();
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void Event_DirectMoveToPosition(const idVec3 &pos);
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void Event_SpinClouds( float shouldSpin );
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void Event_SetSeekScale( float new_scale );
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protected:
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idScriptBool AI_FACE_ENEMY;
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idScriptBool AI_CAN_DAMAGE;
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idList<idVec3> lastTargetPos;
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int lastNodeIndex;
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int nextShieldImpact;
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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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