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Initial Prey Game integration support.
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#ifndef __HH_VEHICLE_FIRE_CONTROLLER_H
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#define __HH_VEHICLE_FIRE_CONTROLLER_H
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#include "gamesys/Class.h"
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class hhVehicleFireController : public hhFireController {
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CLASS_PROTOTYPE(hhVehicleFireController);
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public:
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virtual void Clear();
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virtual void Init( const idDict* viewDict, hhVehicle* self, idActor* owner );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual bool LaunchProjectiles( const idVec3& pushVelocity );
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virtual void WeaponFeedback();
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virtual idMat3 DetermineAimAxis( const idVec3& muzzlePos, const idMat3& weaponAxis );
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virtual int AmmoAvailable() const;
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virtual void UseAmmo();
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virtual float GetRecoil() const { return recoil; }
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virtual bool UsesCrosshair() const;
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//rww - made public
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hhCycleList<idVec3> barrelOffsets;
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protected:
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virtual const idBounds& GetCollisionBBox();
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virtual idEntity* GetProjectileOwner() const;
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void SetBarrelOffsetList( const char* keyPrefix, hhCycleList<idVec3>& offsetList );
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void SaveBarrelOffsetList( const hhCycleList<idVec3>& offsetList, idSaveGame *savefile ) const;
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void RestoreBarrelOffsetList( hhCycleList<idVec3>& offsetList, idRestoreGame *savefile );
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virtual void CalculateMuzzlePosition( idVec3& origin, idMat3& axis );
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virtual hhRenderEntity *GetSelf();
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virtual const hhRenderEntity *GetSelfConst() const;
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protected:
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idEntityPtr<hhVehicle> self;
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idEntityPtr<idActor> owner;
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float recoil;
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int nextFireTime;
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};
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#endif
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