📄 seeingeye.h
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// ----------------------------------------------------------------------- //
//
// MODULE : SeeingEye.h
//
// PURPOSE : SeeingEye Inventory Item
//
// CREATED : 02/03/98
//
// ----------------------------------------------------------------------- //
#ifndef __SEEING_EYE_H__
#define __SEEING_EYE_H__
#include "cpp_engineobjects_de.h"
#include "Destructable.h"
#include "gib.h"
#include "AI_Shared.h"
class AI_Shared;
class SeeingEye : public BaseClass
{
public :
SeeingEye();
~SeeingEye();
void Init(HOBJECT hOwner, HCLIENT hClient);
protected :
DDWORD EngineMessageFn(DDWORD messageID, void *pData, DFLOAT lData);
DDWORD ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead);
void ObjectTouch (HOBJECT hObj);
CDestructable m_damage;
AI_Shared AIShared; // Shared functions
HOBJECT m_hOwner; // The character holding this weapon
HCLIENT m_hClient; // The client who has the eye
HOBJECT m_hStuckObject;
private :
void PostPropRead(ObjectCreateStruct *pStruct);
DBOOL InitialUpdate(DVector *pMovement);
void Update();
void Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags);
void Load(HMESSAGEREAD hWrite, DDWORD dwLoadFlags);
void Pickup( );
void Attach( );
void Remove( DBOOL bClearInv );
DBOOL m_bDropped;
DFLOAT m_fNextPingTime;
};
#endif // __SEEING_EYE_AI_H__
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