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Initial Prey Game integration support.
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#ifndef __HH_ITEM_CABINET_H
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#define __HH_ITEM_CABINET_H
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/***********************************************************************
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hhItemCabinet
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***********************************************************************/
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#define CABINET_MAX_ITEMS 3
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class hhItemCabinet: public hhAnimatedEntity {
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CLASS_PROTOTYPE( hhItemCabinet );
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public:
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hhItemCabinet();
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virtual ~hhItemCabinet();
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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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protected:
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void InitBoneInfo();
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void PlayAnim( const char* pAnimName, int iBlendTime );
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void PlayAnim( int pAnim, int iBlendTime );
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void ResetItemList();
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void AddItem( idStr itemName, int slot );
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bool SpawnDefaultItems();
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void SpawnItems();
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void SpawnIdleFX();
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bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
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protected:
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void Event_AppendFxToIdleList( hhEntityFx* fx );
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void Event_Activate( idEntity* pActivator );
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void Event_EnableItemClip();
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virtual void Event_PostSpawn(void);
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protected:
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int animDoneTime;
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idList< idEntityPtr<idEntityFx> > idleFxList;
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idEntityPtr<hhItem> itemList[ CABINET_MAX_ITEMS ];
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idStr boneList[ CABINET_MAX_ITEMS ];
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};
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#endif
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