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Initial Prey Game integration support.
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#ifndef __HH_WEAPON_SPIRITBOW_H
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#define __HH_WEAPON_SPIRITBOW_H
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/***********************************************************************
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hhWeaponSpiritBow
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***********************************************************************/
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class hhSpiritBowFireController : public hhWeaponFireController {
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CLASS_PROTOTYPE(hhSpiritBowFireController);
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public:
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int AmmoRequired() const;
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virtual const idDict* GetProjectileDict() const;
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};
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class hhWeaponSpiritBow : public hhWeaponZoomable {
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CLASS_PROTOTYPE( hhWeaponSpiritBow );
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public:
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~hhWeaponSpiritBow();
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void Spawn();
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bool BowVisionIsEnabled() const { return visionEnabled; }
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void BowVisionIsEnabled( bool enabled ) { visionEnabled = enabled; }
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void StopBowVision();
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virtual void BeginAltAttack( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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//rww - network friendliness
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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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virtual void Ticker();
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hhTargetProxy * GetProxyOf( const idEntity *target );
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bool ProxyShouldBeVisible( const idEntity* ent );
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ID_INLINE virtual hhWeaponFireController* CreateFireController();
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protected:
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void Event_StartSeeThroughWalls();
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void Event_FadeOutSeeThroughWalls();
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void Event_StopSeeThroughWalls();
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void Event_UpdateBowVision();
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void Event_BowVisionIsEnabled();
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protected:
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idInterpolate<float> fadeAlpha;
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int updateRover;
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bool visionEnabled;
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};
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ID_INLINE hhWeaponFireController* hhWeaponSpiritBow::CreateFireController() {
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return new hhSpiritBowFireController;
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}
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#endif
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