#ifndef __PREY_AI_MUTILATEDHUMAN_H__ #define __PREY_AI_MUTILATEDHUMAN_H__ class hhMutilatedHuman : public hhMonsterAI { public: CLASS_PROTOTYPE(hhMutilatedHuman); void Event_AlertFriends(); void Event_DropBinds(); void Event_DropProjectiles(); int ReactionTo( const idEntity *ent ); void Spawn(); void AnimMove(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ); void LinkScriptVariables(); protected: idScriptBool AI_LIMB_FELL; int damageFlag; }; #endif //__PREY_AI_MUTILATEDHUMAN_H__