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Quake 4 integrated with DoomRTX
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// RAVEN BEGIN
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// bdube: note that this file is no longer merged with Doom3 updates
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//
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// MERGE_DATE 09/30/2004
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#ifndef __GAME_ITEM_H__
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#define __GAME_ITEM_H__
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extern const int ARENA_POWERUP_MASK;
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extern const idEventDef EV_ResetFlag;
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extern const idEventDef EV_RespawnItem;
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extern const idEventDef EV_SetGravity;
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/*
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===============================================================================
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Items the player can pick up or use.
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===============================================================================
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*/
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class idItem : public idEntity {
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public:
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CLASS_PROTOTYPE( idItem );
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idItem();
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virtual ~idItem();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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void GetAttributes( idDict &attributes );
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virtual bool GiveToPlayer( idPlayer *player );
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virtual bool Pickup( idPlayer *player );
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virtual void Think( void );
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virtual void Present();
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virtual void InstanceJoin( void );
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virtual void InstanceLeave( void );
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virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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// RAVEN BEGIN
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// mekberg: added
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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// RAVEN END
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enum {
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EVENT_PICKUP = idEntity::EVENT_MAXEVENTS,
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EVENT_RESPAWNFX,
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EVENT_MAXEVENTS
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};
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virtual void ClientPredictionThink( void );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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// networking
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual void Hide( void );
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virtual void Show( void );
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virtual bool ClientStale( void );
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virtual void ClientUnstale( void );
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int IsVisible() { return srvReady; }
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rvClientEntityPtr<rvClientEffect> effectIdle;
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bool simpleItem;
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bool pickedUp;
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const idDeclSkin* pickupSkin;
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void Event_DropToFloor ( void );
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protected:
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void UpdateTrigger( void );
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void SendPickupMsg( int clientNum );
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idClipModel * trigger;
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bool spin;
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// only a small subset of idItem need their physics object synced
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bool syncPhysics;
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bool pulse;
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bool canPickUp;
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const idDeclSkin* skin;
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private:
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idVec3 orgOrigin;
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rvPhysics_Particle physicsObj;
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// for item pulse effect
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int itemShellHandle;
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const idMaterial * shellMaterial;
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// used to update the item pulse effect
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mutable bool inView;
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mutable int inViewTime;
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mutable int lastCycle;
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mutable int lastRenderViewTime;
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// synced through snapshots to indicate show/hide or pickupSkin state
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// -1 on a client means undef, 0 not ready, 1 ready
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public: // FIXME: Temp hack while Eric gets back to me about why GameState.cpp is trying to access this directly
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int srvReady;
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private: // FIXME: Temp hack while Eric gets back to me about why GameState.cpp is trying to access this directly
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int clReady;
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int itemPVSArea;
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bool UpdateRenderEntity ( renderEntity_s *renderEntity, const renderView_t *renderView ) const;
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static bool ModelCallback ( renderEntity_s *renderEntity, const renderView_t *renderView );
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void Event_Touch ( idEntity *other, trace_t *trace );
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void Event_Trigger ( idEntity *activator );
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void Event_Respawn ( void );
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void Event_RespawnFx ( void );
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void Event_Pickup ( int clientNum );
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// RAVEN BEGIN
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// abahr
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void Event_SetGravity();
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// RAVEN END
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};
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/*
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===============================================================================
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idItemPowerup
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===============================================================================
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*/
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class idItemPowerup : public idItem {
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public:
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CLASS_PROTOTYPE( idItemPowerup );
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idItemPowerup();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn();
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virtual bool GiveToPlayer( idPlayer *player );
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virtual void Think( void );
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virtual bool Pickup( idPlayer *player );
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protected:
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int time;
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int type;
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int droppedTime;
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int team;
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bool unique;
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};
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/*
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===============================================================================
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riDeadZonePowerup
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===============================================================================
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*/
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class riDeadZonePowerup : public idItemPowerup {
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public:
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CLASS_PROTOTYPE( riDeadZonePowerup );
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riDeadZonePowerup();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual bool Pickup( idPlayer *player );
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void Spawn();
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void Show();
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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int powerup;
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protected:
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void ResetSpawn( int powerup );
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private:
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void Event_ResetSpawn( void );
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};
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/*
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===============================================================================
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rvItemCTFFlag
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===============================================================================
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*/
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class rvItemCTFFlag : public idItem {
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public:
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CLASS_PROTOTYPE( rvItemCTFFlag );
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rvItemCTFFlag();
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void Spawn();
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virtual bool GiveToPlayer ( idPlayer* player );
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virtual bool Pickup( idPlayer *player );
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static void ResetFlag( int type );
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virtual void Think( void );
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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private:
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int team;
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int powerup;
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bool dropped;
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void Event_ResetFlag( void );
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void Event_LinkTrigger( void );
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};
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/*
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===============================================================================
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idObjective
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===============================================================================
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*/
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class idObjective : public idItem {
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public:
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CLASS_PROTOTYPE( idObjective );
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idObjective();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn();
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private:
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idVec3 playerPos;
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// RAVEN BEGIN
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// mekberg: store triggered time for timed removal.
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int triggerTime;
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// RAVEN END
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void Event_Trigger( idEntity *activator );
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void Event_HideObjective( idEntity *e );
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void Event_GetPlayerPos();
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void Event_CamShot();
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};
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/*
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===============================================================================
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idMoveableItem
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===============================================================================
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*/
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class idMoveableItem : public idItem {
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public:
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CLASS_PROTOTYPE( idMoveableItem );
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idMoveableItem();
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virtual ~idMoveableItem();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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virtual void Think( void );
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static void DropItems( idAnimatedEntity *ent, const char *type, idList<idEntity *> *list );
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static idEntity* DropItem( const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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private:
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idPhysics_RigidBody physicsObj;
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void Gib( const idVec3 &dir, const char *damageDefName );
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void Event_Gib( const char *damageDefName );
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};
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/*
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===============================================================================
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Item removers.
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===============================================================================
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*/
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class idItemRemover : public idEntity {
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public:
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CLASS_PROTOTYPE( idItemRemover );
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void Spawn();
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void RemoveItem( idPlayer *player );
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private:
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void Event_Trigger( idEntity *activator );
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};
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/*
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===============================================================================
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idObjectiveComplete
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===============================================================================
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*/
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class idObjectiveComplete : public idItemRemover {
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public:
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CLASS_PROTOTYPE( idObjectiveComplete );
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idObjectiveComplete();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn();
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private:
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idVec3 playerPos;
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// RAVEN BEGIN
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// mekberg: store triggered time for timed removal.
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int triggerTime;
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// RAVEN END
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void Event_Trigger( idEntity *activator );
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void Event_HideObjective( idEntity *e );
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void Event_GetPlayerPos();
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};
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/*
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===============================================================================
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rvObjectiveFailed
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===============================================================================
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*/
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class rvObjectiveFailed : public idItemRemover {
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public:
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CLASS_PROTOTYPE( rvObjectiveFailed );
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rvObjectiveFailed ();
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private:
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void Event_Trigger( idEntity *activator );
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};
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#endif /* !__GAME_ITEM_H__ */
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// RAVEN END
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