#ifndef __PREY_GAME_ANIMDRIVEN_H__ #define __PREY_GAME_ANIMDRIVEN_H__ // Class name by Jimmy! :) class hhAnimDriven : public hhAnimatedEntity { public: CLASS_PROTOTYPE( hhAnimDriven ); void Spawn(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Think(); void SetPassenger( idEntity *newPassenger, bool orientFromPassenger = true ); // Events void Event_PlayCycle( int channel, const char *animName ); bool Collide( const trace_t &collision, const idVec3 &velocity ); int PlayAnim( int channel, const char *animName ); bool PlayCycle( int channel, const char *animName ); void ClearAllAnims(); void UpdateAnimation(); bool AllowCollision( const trace_t& collision ); protected: hhPhysics_Delta physicsAnim; idEntityPtr passenger; int spawnTime; bool hadPassenger; idVec3 deltaScale; //scale anim delta movement by this }; #endif /* __PREY_GAME_ANIMDRIVEN_H__ */