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Initial Prey Game integration support.
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#ifndef __HH_PROJECTILE_HIDER_WEAPON_H
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#define __HH_PROJECTILE_HIDER_WEAPON_H
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/***********************************************************************
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hhProjectileHider
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***********************************************************************/
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class hhProjectileHider : public hhProjectile {
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CLASS_PROTOTYPE( hhProjectileHider );
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protected:
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virtual void ApplyDamageEffect( idEntity* entHit, const trace_t& collision, const idVec3& velocity, const char* damageDefName );
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};
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/***********************************************************************
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hhProjectileHiderCanister
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***********************************************************************/
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class hhProjectileHiderCanister : public hhProjectileHider {
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CLASS_PROTOTYPE( hhProjectileHiderCanister );
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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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protected:
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virtual void SpawnRicochetSpray( const idVec3& bounceVelocity );
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virtual void SpawnDebris( const idVec3& collisionNormal, const idVec3& collisionDir );
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virtual void Killed( idEntity *inflicter, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void Event_Collision_Explode( const trace_t* collision, const idVec3& velocity );
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void Event_Collision_ExplodeChaff( const trace_t* collision, const idVec3& velocity );
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protected:
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int numSubProjectiles;
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idDict subProjectileDict;
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float subSpread;
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float subBounce;
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bool bScatter;
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};
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#endif
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