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Initial Prey Game integration support.
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#ifndef __HH_WOUND_MANAGER_RENDERENTITY_H
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#define __HH_WOUND_MANAGER_RENDERENTITY_H
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class hhWoundManagerRenderEntity {
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public:
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hhWoundManagerRenderEntity( const idEntity* self );
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virtual ~hhWoundManagerRenderEntity();
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//Main entry point
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void AddWounds( const idDeclEntityDef *def, surfTypes_t matterType, jointHandle_t jointNum, const idVec3& origin, const idVec3& normal, const idVec3& dir );
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virtual void DetermineWoundInfo( const trace_t& trace, const idVec3 velocity, jointHandle_t& jointNum, idVec3& origin, idVec3& normal, idVec3& dir );
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protected:
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virtual void ApplyWound( const idDict& damageDict, const char* woundKey, jointHandle_t jointNum, const idVec3 &origin, const idVec3 &normal, const idVec3 &dir );
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virtual void ApplyMark( const idDict& damageDict, const char* impactMarkKey, const idVec3 &origin, const idVec3 &normal, const idVec3 &dir );
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virtual void ApplySplatExit( const idDict& damageDict, const char* impactMarkKey, const idVec3 &origin, const idVec3 &normal, const idVec3 &dir );
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protected:
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idEntityPtr<idEntity> self;
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};
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class hhWoundManagerAnimatedEntity : public hhWoundManagerRenderEntity {
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public:
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hhWoundManagerAnimatedEntity( const idEntity* self );
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virtual ~hhWoundManagerAnimatedEntity();
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protected:
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virtual void ApplyMark( const idDict& damageDict, const char* impactMarkKey, const idVec3 &origin, const idVec3 &normal, const idVec3 &dir );
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virtual void ApplyWound( const idDict& damageDict, const char* woundKey, jointHandle_t jointNum, const idVec3 &origin, const idVec3 &normal, const idVec3 &dir );
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};
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#endif
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