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34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
#ifndef ai_spawncase_H
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#define ai_spawncase_H
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//
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// hhAISpawnCase
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//
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// Spawns a specific monster, attaches to model - waits for trigger before releasing monster
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//
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class hhAISpawnCase : public hhAnimated {
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public:
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CLASS_PROTOTYPE(hhAISpawnCase);
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Event_Trigger( idEntity *activator );
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virtual void Event_AnimDone( int animIndex );
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protected:
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void Event_CreateAI( void );
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void Event_AutoTrigger( void );
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void CreateEntSpawnArgs( void );
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idEntityPtr<idAI> encasedAI; // The AI that is currently encased and waiting to come out
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bool triggerToggle; // Toggles back and forth to indicated which anim to play (open or close)
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int aiSpawnCount; // Current number of monsters spawned
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bool waitingForAutoTrigger; // True if we are waiting for an auto-trigger msg to come in (from auto_retrigger_delay setting)
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int triggerQueue; // Number of triggers that have occurred during the delay period that must be re-sent
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idDict entSpawnArgs; // Spawn args to copy to spawned entities
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};
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#endif |