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Initial Prey Game integration support.
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#ifndef __HH_WEAPON_AUTOCANNON_H
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#define __HH_WEAPON_AUTOCANNON_H
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/***********************************************************************
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hhWeaponAutoCannon
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***********************************************************************/
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class hhWeaponAutoCannon : public hhWeapon {
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CLASS_PROTOTYPE( hhWeaponAutoCannon );
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public:
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enum {
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EVENT_OVERHEAT = hhWeapon::EVENT_MAXEVENTS,
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EVENT_MAXEVENTS
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};
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void Spawn();
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virtual ~hhWeaponAutoCannon();
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virtual void ParseDef( const char* objectname );
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virtual void UpdateGUI();
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virtual void Show();
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virtual void Hide();
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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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void Ticker();
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void AdjustHeat( const float amount );
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void InitBoneInfo();
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void SpawnSpark();
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void SetHeatLevel( const float heatLevel );
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float GetHeatLevel() const { return heatLevel; }
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virtual void PresentWeapon( bool showViewModel );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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protected:
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void Event_SpawnRearGasFX();
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void Event_AssignLeftRearFx( hhEntityFx* fx );
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void Event_AssignRightRearFx( hhEntityFx* fx );
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void Event_AdjustHeat( const float amount );
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void Event_GetHeatLevel();
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void Event_SpawnSparkLocal( const char* defName );
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void Event_OverHeatNetEvent(); //rww
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg ); //rww
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protected:
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float heatLevel;
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float sparkGapSize;
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idEntityPtr<hhBeamSystem> beamSystem;
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weaponJointHandle_t sparkBoneL;
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weaponJointHandle_t sparkBoneR;
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idEntityPtr<hhEntityFx> rearGasFxL;
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idEntityPtr<hhEntityFx> rearGasFxR;
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};
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#endif
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