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Initial Prey Game integration support.
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#ifndef __PREY_GAME_INVENTORY_H__
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#define __PREY_GAME_INVENTORY_H__
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class hhInventory : public idInventory {
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public:
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virtual void GetPersistantData( idDict &dict );
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virtual void RestoreInventory( idPlayer *owner, const idDict &dict );
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virtual bool Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud );
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virtual void Clear();
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virtual int MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const;
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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bool GiveItem( const idDict& spawnArgs, const idDict* item );
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int HasAmmo( ammo_t type, int amount );
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bool UseAmmo( ammo_t type, int amount );
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int HasAmmo( const char *weapon_classname );
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int HasAltAmmo( const char *weapon_classname );
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float AmmoPercentage(idPlayer *player, ammo_t ammoType);
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idDict* FindItem( const idDict* dict );
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idDict* FindItem( const char *name );
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void EvaluateRequirements( idPlayer *p );
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void AddPickupName( const char *name, const char *icon, bool bIsWeapon );
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// Requirements are precomputed after any inventory item change, for faster access
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struct {
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bool bCanWallwalk : 1;
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bool bCanSpiritWalk : 1;
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bool bCanSummonTalon : 1;
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bool bCanUseBowVision : 1;
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bool bCanUseLighter : 1;
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bool bHunterHand : 1;
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bool bCanDeathWalk : 1;
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} requirements;
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int maxSpirit;
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bool bHasDeathwalked;
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int storedHealth;
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//bjk: persistent weapons
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idStr energyType;
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bool altMode[ MAX_WEAPONS ];
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bool weaponRaised[ MAX_WEAPONS ];
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int lastShot[ MAX_WEAPONS ]; //HUMANHEAD bjk PATCH 7-27-06
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int zoomFov;
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};
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#endif /* __PREY_INVENTORY_H__ */
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