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Initial Prey Game integration support.
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#ifndef __GAME_EGGSPAWNER_H__
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#define __GAME_EGGSPAWNER_H__
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class hhEggSpawner : public hhAnimatedEntity {
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CLASS_PROTOTYPE( hhEggSpawner );
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public:
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void SpawnEgg(idEntity *activator);
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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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protected:
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void Event_Activate(idEntity *activator);
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void Event_PlayIdle();
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protected:
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int idleAnim;
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int hatchAnim;
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int painAnim;
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};
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class hhEgg : public hhMoveable {
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CLASS_PROTOTYPE( hhEgg );
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public:
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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virtual void Ticker();
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virtual void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location);
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Hatch();
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void SetActivator(idEntity *activator);
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protected:
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bool SpawnHatchling(const char *monsterName, const idVec3 &spawnLocation);
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void Event_Activate(idEntity *activator);
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void Event_Hatch();
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protected:
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bool bHatching;
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bool bHatched;
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idInterpolate<float> deformAlpha;
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const idDeclTable * table;
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idEntityPtr<idActor> enemy;
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float hatchTime;
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};
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#endif
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