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Initial Prey Game integration support.
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#ifndef __PREY_GAME_DEBRISMASS_H__
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#define __PREY_GAME_DEBRISMASS_H__
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class hhDebrisSpawner : public idEntity {
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CLASS_PROTOTYPE( hhDebrisSpawner );
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public:
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hhDebrisSpawner();
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virtual ~hhDebrisSpawner();
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void Spawn();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Activate( idEntity *sourceEntity );
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ID_INLINE float GetDuration() const { return duration; }
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protected:
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void Event_RemoveAll();
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void SpawnDebris();
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void SpawnFX();
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void SpawnDecals( void );
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bool GetNextDebrisData( idList<idStr> &entityDefs, int &count,
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const idKeyValue * &kv, idVec3 &origin, idAngles &angle );
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protected:
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idVec3 origin;
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idVec3 orientation;
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idVec3 velocity;
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idVec3 power;
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bool activated;
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bool multiActivate;
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bool useEntity; // Use an entity to spawn in
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bool useAFBounds; //rww - use collective AF bodies to produce an appropriate bounds for spawning.
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bool hasBounds;
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idBounds bounds;
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// Vars for removing everything after a fixed period
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float duration;
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bool fillBounds; // Try to fill in the bounds with the gibs.
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bool testBounds; // test to see if debris fits in bounds
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bool nonSolid;
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idEntity * sourceEntity;
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};
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#endif __PREY_GAME_DEBRISMASS_H__
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