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Quake 4 integrated with DoomRTX
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#ifndef __RV_TRAM_GATE_H
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#define __RV_TRAM_GATE_H
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extern const idEventDef EV_OpenGate;
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extern const idEventDef EV_CloseGate;
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class rvTramGate : public idAnimatedEntity {
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CLASS_PROTOTYPE( rvTramGate );
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public:
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void Spawn();
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virtual ~rvTramGate();
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void OpenGate();
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void CloseGate();
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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 SpawnDoors();
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void AdjustFrameRate();
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int PlayAnim( int channel, const char* animName, int blendFrames = 0 );
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void CycleAnim( int channel, const char* animName, int blendFrames = 0 );
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void ClearAllAnims( int blendFrames = 0 );
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void ClearAnim( int channel, int blendFrames = 0 );
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bool AnimIsPlaying( int channel, int blendFrames = 0 );
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bool IsOpen() const;
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bool IsClosed() const;
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idDoor* GetDoorMaster() const;
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bool IsDoorMasterValid() const;
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protected:
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void Event_Touch( idEntity* other, trace_t* trace );
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void Event_Activate( idEntity* activator );
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void Event_OpenGate();
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void Event_CloseGate();
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void Event_IsOpen( void );
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void Event_IsLocked( void );
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void Event_Lock( int f );
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protected:
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idList< idEntityPtr<idDoor> > doorList;
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};
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#endif
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