#ifndef __HH_LIGHT_FIXTURE_H #define __HH_LIGHT_FIXTURE_H class hhLightFixture : public hhAFEntity { CLASS_PROTOTYPE( hhLightFixture ); public: ~hhLightFixture(); void Spawn(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ); virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ); virtual void Present( void ); protected: void GetBoundLight(); idLight* SearchForBoundLight(); bool StillBound( const idLight* light ); void RemoveLight(); void PresentModelDefChange( void ); protected: void Event_PostSpawn(); void Event_Hide(); void Event_Show(); protected: jointHandle_t collisionBone; idEntityPtr boundLight; }; #endif