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Initial Prey Game integration support.
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#ifndef __PREY_MOVER_H__
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#define __PREY_MOVER_H__
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class hhMover : public idMover {
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CLASS_PROTOTYPE( hhMover );
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public:
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void Spawn();
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void BecomeNonSolid();
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void Save( idSaveGame *savefile ) const { }
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void Restore( idRestoreGame *savefile ) { Spawn(); }
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};
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class hhMoverWallwalk : public hhMover {
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CLASS_PROTOTYPE(hhMoverWallwalk);
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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 SetWallWalkable(bool on);
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void Think();
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protected:
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void Event_Activate(idEntity *activator);
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protected:
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hhHermiteInterpolate<float> alphaOn; // Degree to which wallwalk is on
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bool wallwalkOn;
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bool flicker;
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const idDeclSkin *onSkin;
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const idDeclSkin *offSkin;
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};
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//=============================================================================
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class hhExplodeMover : public hhMover {
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CLASS_PROTOTYPE( hhExplodeMover );
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public:
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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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void DoneMoving( void );
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float GetMoveDelay( void ) { return moveDelay; }
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protected:
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void Event_PostSpawn( void );
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void Event_Trigger( idEntity *activator );
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protected:
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int oldContents; // contents before moving (contents are none while moving)
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int oldClipMask;
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float moveDelay;
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};
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class hhExplodeMoverOrigin : public idEntity {
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CLASS_PROTOTYPE( hhExplodeMoverOrigin );
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public:
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void Spawn();
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protected:
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void Event_PostSpawn( void );
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void Event_Trigger( idEntity *activator );
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};
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//=============================================================================
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#endif // __PREY_MOVER_H__
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