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Initial Prey Game integration support.
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#ifndef __GAME_SHUTTLEDOCK_H__
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#define __GAME_SHUTTLEDOCK_H__
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class hhShuttleDock : public hhDock {
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public:
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CLASS_PROTOTYPE( hhShuttleDock );
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hhShuttleDock();
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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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//rww - network code
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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 Think();
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virtual bool ValidEntity(idEntity *ent);
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virtual void EntityEntered(idEntity *ent);
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virtual void EntityEncroaching(idEntity *ent);
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virtual void EntityLeaving(idEntity *ent);
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virtual void ShuttleExit(hhShuttle *shuttle);
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virtual bool IsLocked() { return bLocked; }
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virtual bool CanExitLocked() { return bCanExitLocked; }
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virtual bool AllowsBoost() { return !bLocked; }
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virtual bool AllowsFiring() { return false; }
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virtual bool AllowsExit();
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virtual bool IsTeleportDest(){ return true; }
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virtual void UpdateAxis( const idMat3 &newAxis ) { }
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virtual bool Recharges() const { return true; }
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virtual hhShuttle *GetDockedShuttle(void);
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protected:
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void AttachShuttle(hhShuttle *shuttle);
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void DetachShuttle(hhShuttle *shuttle);
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hhBeamSystem * SpawnDockingBeam(idVec3 &offset);
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void SpawnConsole();
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virtual void Lock();
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virtual void Unlock();
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void Event_SpawnConsole();
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virtual void Event_Remove();
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virtual void Event_PostSpawn();
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protected:
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idVec3 offsetNozzle;
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idVec3 offsetConsole;
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idVec3 offsetShuttlePoint;
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idEntityPtr<hhShuttle> dockedShuttle;
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idEntityPtr<hhBeamSystem> dockingBeam;
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hhForce_Converge dockingForce;
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int shuttleCount;
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int lastConsoleAttempt;
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int amountHealth;
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int amountPower;
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float maxDistance;
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bool bLocked;
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bool bLockOnEntry;
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bool bCanExitLocked;
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bool bPlayingRechargeSound;
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};
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#endif
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