mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-16 00:01:53 +02:00
415 lines
8.6 KiB
C++
415 lines
8.6 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __GAME_TARGET_H__
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#define __GAME_TARGET_H__
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/*
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===============================================================================
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idTarget
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===============================================================================
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*/
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class idTarget : public idEntity {
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public:
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CLASS_PROTOTYPE( idTarget );
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};
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/*
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===============================================================================
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idTarget_Remove
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===============================================================================
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*/
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class idTarget_Remove : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Remove );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_Damage
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===============================================================================
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*/
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class idTarget_Damage : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Damage );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SessionCommand
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===============================================================================
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*/
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class idTarget_SessionCommand : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SessionCommand );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_EndLevel
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===============================================================================
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*/
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class idTarget_EndLevel : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_EndLevel );
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protected: // HUMANHEAD pdm
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virtual // HUMANHEAD pdm
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_WaitForButton
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===============================================================================
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*/
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class idTarget_WaitForButton : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_WaitForButton );
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void Think( void );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetGlobalShaderTime
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===============================================================================
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*/
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class idTarget_SetGlobalShaderTime : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetGlobalShaderTime );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetShaderParm
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===============================================================================
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*/
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class idTarget_SetShaderParm : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetShaderParm );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetShaderTime
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===============================================================================
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*/
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class idTarget_SetShaderTime : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetShaderTime );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_FadeEntity
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===============================================================================
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*/
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class idTarget_FadeEntity : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_FadeEntity );
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idTarget_FadeEntity( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Think( void );
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private:
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idVec4 fadeFrom;
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int fadeStart;
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int fadeEnd;
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LightFadeIn
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===============================================================================
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*/
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class idTarget_LightFadeIn : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_LightFadeIn );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LightFadeOut
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===============================================================================
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*/
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class idTarget_LightFadeOut : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_LightFadeOut );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_Give
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===============================================================================
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*/
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class idTarget_Give : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Give );
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void Spawn( void );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetModel
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===============================================================================
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*/
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class idTarget_SetModel : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetModel );
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void Spawn( void );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetKeyVal
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===============================================================================
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*/
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class idTarget_SetKeyVal : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetKeyVal );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetFov
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===============================================================================
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*/
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class idTarget_SetFov : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetFov );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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private:
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idInterpolate<int> fovSetting;
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_CallObjectFunction
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===============================================================================
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*/
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class idTarget_CallObjectFunction : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_CallObjectFunction );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_EnableLevelWeapons
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===============================================================================
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*/
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class idTarget_EnableLevelWeapons : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_EnableLevelWeapons );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_Tip
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===============================================================================
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*/
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class idTarget_Tip : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Tip );
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idTarget_Tip();
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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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void Disable();
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private:
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void Event_Activate( idEntity *activator );
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void Event_CheckPlayerPos( void );
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bool bDisabled;
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};
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/*
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===============================================================================
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idTarget_RemoveWeapons
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===============================================================================
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*/
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class idTarget_RemoveWeapons : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_RemoveWeapons );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LevelTrigger
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===============================================================================
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*/
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class idTarget_LevelTrigger : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_LevelTrigger );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_EnableStamina
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===============================================================================
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*/
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class idTarget_EnableStamina : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_EnableStamina );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_FadeSoundClass
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===============================================================================
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*/
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class idTarget_FadeSoundClass : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_FadeSoundClass );
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private:
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void Event_Activate( idEntity *activator );
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void Event_RestoreVolume();
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};
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#endif /* !__GAME_TARGET_H__ */
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