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Initial Prey Game integration support.
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#ifndef __HH_MOVEABLE_H
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#define __HH_MOVEABLE_H
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class hhMoveable: public idMoveable {
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CLASS_PROTOTYPE( hhMoveable );
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public:
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hhMoveable();
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~hhMoveable();
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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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virtual void SquishedByDoor(idEntity *door);
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
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void AllowImpact( bool allow );
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virtual void Event_HoverTo( const idVec3& position );
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virtual void Event_HoverMove( );
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virtual void Event_Unhover( );
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void Event_Touch( idEntity *other, trace_t *trace );
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void Event_SpawnFxFlyLocal( const char* defName );
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// HUMANHEAD mdl: For the keeper
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ID_INLINE void SetDamageDef( const char *damageDef ) { damage = damageDef; }
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protected:
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virtual idEntity* ValidateEntity( const int collisionEntityNum );
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virtual float DetermineCollisionSpeed( const idEntity* entity, const idVec3& point1, const idVec3& velocity1, const idVec3& point2, const idVec3& velocity2 );
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virtual s_channelType DetermineNextChannel();
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virtual void AttemptToPlayBounceSound( const trace_t &collision, const idVec3 &velocity );
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virtual void Ticker( void );
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void Event_StartFadingOut(float fadetime);
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protected:
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bool removeOnCollision;
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bool notPushableAI;
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float collisionSpeed_min;
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int currentChannel;
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int nextDamageTime; // next time movable is allowed to cause collision damage
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hhBindController * hoverController;
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idVec3 hoverPosition;
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idVec3 hoverAngle;
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idEntityPtr<idEntityFx> fxFly;
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idInterpolate<float> fadeAlpha;
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};
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#endif
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