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Initial Prey Game integration support.
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#ifndef __GAME_SPHEREPART_H__
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#define __GAME_SPHEREPART_H__
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extern const idEventDef EV_Pulse;
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extern const idEventDef EV_PlayIdle;
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class hhSpherePart : public hhAnimatedEntity {
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public:
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CLASS_PROTOTYPE(hhSpherePart);
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virtual ~hhSpherePart();
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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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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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protected:
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void Event_Pulse(void);
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void Event_Trigger( idEntity *activator );
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void Event_PlayIdle();
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protected:
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float pulseTime; // Time between pulses. Slight randomness is added
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float pulseRandom;
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int idleAnim;
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int painAnim;
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int pulseAnim;
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int triggerAnim;
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};
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/**********************************************************************
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hhGenericAnimatedPart
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**********************************************************************/
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class hhGenericAnimatedPart: public hhAnimatedEntity {
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CLASS_PROTOTYPE( hhGenericAnimatedPart );
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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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//rww - networking
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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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virtual int PlayAnim( const char* animName, int channel );
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virtual void CycleAnim( const char* animName, int channel );
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virtual void ClearAllAnims();
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void SetOwner( idEntity* pOwner );
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protected:
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virtual void LinkCombatModel( idEntity* self, const int renderModelHandle );
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protected:
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void Event_PostSpawn();
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protected:
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idEntityPtr<idEntity> owner;
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};
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#endif /* __GAME_SPHEREPART_H__ */
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