#ifndef __PREY_AI_PASSAGENODE_H__ #define __PREY_AI_PASSAGENODE_H__ // // hhAIPassageway // class hhAIPassageway : public hhAnimated { public: CLASS_PROTOTYPE(hhAIPassageway); #ifdef ID_DEMO_BUILD //HUMANHEAD jsh PCF 5/26/06: code removed for demo build virtual void PostSpawn() {}; void SetEnablePassageway(bool tf) {}; void Event_AnimDone( int animIndex ) {}; void Event_Trigger( idEntity *activator ) {}; void Event_EnablePassageway(void) {} void Event_DisablePassageway(void) {} #else hhAIPassageway() {timeLastEntered = 0; lastEntered = NULL;} virtual void Spawn(); virtual void PostSpawn(); void Save(idSaveGame *savefile) const; void Restore(idRestoreGame *savefile); idVec3 GetExitPos(void); // The point that a monster should be spawned upon exiting this passageway void SetEnablePassageway(bool tf); bool IsPassagewayEnabled(void) const {return enabled;} int timeLastEntered; // The time someone last entered this passage node idEntityPtr lastEntered; // The ai that last entered this passage node bool hasEntered; // FALSE if the AI has not fully entered yet - waiting for one more trigger protected: void Event_AnimDone( int animIndex ); void Event_Trigger( idEntity *activator ); void Event_EnablePassageway(void) {SetEnablePassageway(TRUE);} void Event_DisablePassageway(void) {SetEnablePassageway(FALSE);} bool enabled; // TRUE if we are a valid passagway #endif //HUMANHEAD jsh PCF 5/26/06: code removed for demo build }; #endif