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https://github.com/jmarshall23/DoomRTX.git
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Initial Prey Game integration support.
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#include "precompiled.h"
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#pragma hdrstop
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#include "prey_local.h"
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CLASS_DECLARATION( hhProjectile, hhProjectileWrench )
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EVENT( EV_Collision_Flesh, hhProjectileWrench::Event_Collision_Impact )
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EVENT( EV_Collision_Metal, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_AltMetal, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Wood, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Stone, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Glass, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Liquid, hhProjectileWrench::Event_Collision_DisturbLiquid )
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EVENT( EV_Collision_CardBoard, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Tile, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Forcefield, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Pipe, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Wallwalk, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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EVENT( EV_Collision_Chaff, hhProjectileWrench::Event_Collision_Impact_AlertAI )
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END_CLASS
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void hhProjectileWrench::Event_Collision_Impact_AlertAI( const trace_t* collision, const idVec3& velocity ) {
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gameLocal.AlertAI( owner.GetEntity() );
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CancelEvents( &EV_Explode );
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RemoveProjectile( ProcessCollision(collision, velocity) );
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state = COLLIDED;
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idThread::ReturnInt( 1 );
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}
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void hhProjectileWrench::DamageEntityHit( const trace_t* collision, const idVec3& velocity, idEntity* entHit ) {
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if (!gameLocal.isMultiplayer) {
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hhPlayer* pOwner = (owner->IsType(hhPlayer::Type)) ? static_cast<hhPlayer*>(owner.GetEntity()) : NULL;
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if ( entHit && entHit->IsType( idActor::Type ) ) {
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//pOwner->weapon->SetSkinByName( "skins/weapons/wrench_bloody" );
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pOwner->weapon->SetShaderParm( 7, -MS2SEC(gameLocal.time) );
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}
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}
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hhProjectile::DamageEntityHit( collision, velocity, entHit );
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}
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