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