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Initial Prey Game integration support.
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#ifndef __GAME_DEATHWRAITH_H__
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#define __GAME_DEATHWRAITH_H__
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class hhDeathWraith : public hhWraith {
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public:
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CLASS_PROTOTYPE( hhDeathWraith );
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void Spawn();
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virtual void FlyToEnemy();
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virtual void SetEnemy( idActor *newEnemy ) { enemy = newEnemy; }
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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virtual void Think( void );
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protected:
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virtual int PlayAnim( const char *name, int blendFrame );
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virtual void PlayCycle( const char *name, int blendFrame );
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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virtual void NotifyDeath( idEntity *inflictor, idEntity *attacker );
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void SpawnEnergy(hhPlayer *player);
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void EnterAttackState();
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void ExitAttackState();
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virtual bool ChargeEnemy();
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bool CheckEnemy();
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void HitEnemy();
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void ApplyImpulseToEnemy();
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virtual void FlyUp();
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virtual void FlyMove( void );
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virtual void EnemyDead();
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void Event_FindEnemy( int useFOV );
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void TeleportIn( idEntity *activator );
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protected:
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// Variables for controlling the movement of the wraith around the anchor point
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// These variables are unique for each wraith for variety
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float circleDist; // Distance to stay from the anchor point
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float circleSpeed; // Orbit speed
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float circleHeight; // Height above the point
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bool circleClockwise; // if true, orbit clockwise
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int attackTimeMin; // Range for the attack time
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int attackTimeDelta; // Range for the attack time
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idMat3 chargeAxis;
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bool healthWraith; // true if a health type
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};
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#endif
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