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Initial Prey Game integration support.
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//==========================================================================
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//
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// hhShuttle
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//
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//==========================================================================
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class hhRailShuttle : public hhVehicle {
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CLASS_PROTOTYPE( hhRailShuttle );
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#ifdef ID_DEMO_BUILD //HUMANHEAD jsh PCF 5/26/06: code removed for demo build
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virtual void Event_FireCannon() {};
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void Event_HideArcs() {};
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void Event_PostSpawn() {};
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void Event_SetOrbitRadius(float radius, int lerpTime) {};
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void Event_Jump() {};
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void Event_FinalJump() {};
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void Event_IsJumping() {};
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void Event_Disengage() {};
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void Event_RestorePower() {};
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void Event_GetCockpit() {};
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idEntity * GetTurret() { return NULL; }
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virtual bool WillAcceptPilot( idActor *act ) { return false; }
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#else
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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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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual void ClientPredictionThink( void );
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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// Static pilot assessor, for queries when you don't have a vehicle instantiated
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static bool ValidPilot( idActor *act );
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virtual bool WillAcceptPilot( idActor *act );
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virtual void AcceptPilot( hhPilotVehicleInterface* pilotInterface );
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virtual void ProcessPilotInput( const usercmd_t* cmds, const idAngles* viewAngles );
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virtual void BecomeConsole();
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virtual void BecomeVehicle();
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idEntity * GetTurret() { return turret.GetEntity(); }
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virtual idVec3 GetFireOrigin(); // Called by firecontroller
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virtual idMat3 GetFireAxis(); // Called by firecontroller
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protected:
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void PlayWallMovementSound();
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void StopWallMovementSound();
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void PlayAirMovementSound();
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void StopAirMovementSound();
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virtual void Event_FireCannon();
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void Event_HideArcs();
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void Event_PostSpawn();
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void Event_SetOrbitRadius(float radius, int lerpTime);
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void Event_Jump();
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void Event_FinalJump();
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void Event_IsJumping();
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void Event_Disengage();
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void Jump();
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void Event_RestorePower();
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float UpdateJump( const usercmd_t* cmds );
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void SetCockpitParm( int parmNumber, float value );
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void Event_GetCockpit();
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protected:
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float defaultRadius;
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idInterpolate<float> sphereRadius;
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idAngles sphereAngles;
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idAngles sphereVelocity;
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idAngles sphereAcceleration;
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idVec3 sphereCenter;
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float spherePitchMin;
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float spherePitchMax;
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float turretYawLimit;
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float turretPitchLimit;
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float linearFriction;
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float terminalVelocity;
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idAngles localViewAngles;
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idAngles oldViewAngles;
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idEntityPtr<idEntity> turret;
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idEntityPtr<idEntity> canopy;
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idEntityPtr<hhBeamSystem> leftArc;
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idEntityPtr<hhBeamSystem> rightArc;
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bool bDisengaged;
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bool bJumping;
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bool bBounced;
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int jumpStartTime;
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int jumpStage;
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float jumpSpeed;
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float jumpPosition;
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int jumpNumBounces;
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float jumpInitSpeed;
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float jumpAccel;
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float jumpAccelTime;
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float jumpReturnForce;
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int jumpBounceCount;
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float jumpBounceFactor;
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float jumpThrustMovementScale;
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float jumpBounceMovementScale;
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bool bWallMovementSoundPlaying;
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bool bAirMovementSoundPlaying;
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//HUMANHEAD PCF mdl 04/29/06 - Added bUpdateViewAngles to prevent view angles from changing on load
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bool bUpdateViewAngles;
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#endif //HUMANHEAD jsh PCF 5/26/06: code removed for demo build
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};
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