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Initial Prey Game integration support.
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#ifndef __GAME_TARGETPROXY_H__
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#define __GAME_TARGETPROXY_H__
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class hhModelProxy : public hhAnimatedEntity {
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public:
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CLASS_PROTOTYPE( hhModelProxy );
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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 - net 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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void SetOriginal(idEntity *other);
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idEntity * GetOriginal();
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virtual void ProxyFinished();
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virtual void Ticker();
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virtual void UpdateVisualState();
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virtual void SetOriginAndAxis( idEntity * );
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void SetOwner(hhPlayer *other);
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hhPlayer * GetOwner();
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protected:
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//rww - these need to be entityptr's, not raw pointers
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idEntityPtr<idEntity> original;
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idEntityPtr<hhPlayer> owner;
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};
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#define BOWVISION_FADEIN_DURATION 1500
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#define BOWVISION_FADEOUT_DURATION 1500
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#define BOWVISION_UPDATE_FREQUENCY 12*MAX_GENTITIES/BOWVISION_ROVER_STRIDE // Rate at which to search for proxies
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#define BOWVISION_ROVER_STRIDE 25 // Number of entities to check each tick
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class hhTargetProxy : public hhModelProxy {
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public:
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CLASS_PROTOTYPE( hhTargetProxy );
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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 - net 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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void StayAlive();
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virtual void ProxyFinished();
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virtual void UpdateVisualState();
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protected:
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void Event_FadeOut();
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protected:
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idInterpolate<float> fadeAlpha;
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};
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#endif
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