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Initial Prey Game integration support.
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#ifndef __PREY_GAME_WEAPONHANDSTATE_H__
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#define __PREY_GAME_WEAPONHANDSTATE_H__
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class hhWeaponHandState : public idClass {
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CLASS_PROTOTYPE( hhWeaponHandState );
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public:
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hhWeaponHandState( hhPlayer *player = NULL,
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bool trackWeapon = true, int weaponTransition = 0,
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bool trackHand = true, int handTransistion = 0 );
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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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int Archive( const char *newWeaponDef = NULL, int newWeaponTransition = 0,
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const char *newHandDef = NULL, int newHandTransition = 0 );
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int RestoreFromArchive();
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void SetPlayer( hhPlayer *player );
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void SetWeaponTransition( int trans ) { oldWeaponUp = trans; }
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protected:
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idEntityPtr<hhPlayer> player;
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idEntityPtr<hhHand> oldHand; // Previous Hand. NULL if don't care
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int oldWeaponNum;
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int oldHandUp;
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int oldWeaponUp;
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bool trackHand;
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bool trackWeapon;
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};
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#endif /* __PREY_GAME_WEAPONHANDSTATE_H__ */
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