Initial Prey Game integration support.

This commit is contained in:
Justin Marshall
2026-05-05 15:01:01 -07:00
parent a6c6f1ed26
commit 8d5f678b25
552 changed files with 265551 additions and 209 deletions
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#ifndef __HH_ITEM_CABINET_H
#define __HH_ITEM_CABINET_H
/***********************************************************************
hhItemCabinet
***********************************************************************/
#define CABINET_MAX_ITEMS 3
class hhItemCabinet: public hhAnimatedEntity {
CLASS_PROTOTYPE( hhItemCabinet );
public:
hhItemCabinet();
virtual ~hhItemCabinet();
void Spawn();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
protected:
void InitBoneInfo();
void PlayAnim( const char* pAnimName, int iBlendTime );
void PlayAnim( int pAnim, int iBlendTime );
void ResetItemList();
void AddItem( idStr itemName, int slot );
bool SpawnDefaultItems();
void SpawnItems();
void SpawnIdleFX();
bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
protected:
void Event_AppendFxToIdleList( hhEntityFx* fx );
void Event_Activate( idEntity* pActivator );
void Event_EnableItemClip();
virtual void Event_PostSpawn(void);
protected:
int animDoneTime;
idList< idEntityPtr<idEntityFx> > idleFxList;
idEntityPtr<hhItem> itemList[ CABINET_MAX_ITEMS ];
idStr boneList[ CABINET_MAX_ITEMS ];
};
#endif