class bodydekker_c : public bodymeso_c { protected: int totalDamage;//total amount of damage taken, absorbed by armor or no float lastDekkerPain;//last time dekker tried to play a pain anim--avoid doing too often public: bodydekker_c(); virtual int ShowDamage (edict_t &monster, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t origin, int damage, int knockback, int dflags, int mod, float penetrate, float absorb); virtual int GetClassCode(void){return BODY_DEKKER;}//this should be different for everybody in this class family virtual mmove_t *GetSequenceForPain(edict_t &monster, vec3_t point, float kick, int damage, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0); bodydekker_c(bodydekker_c *orig); virtual void Evaluate(bodydekker_c *orig); virtual void Write(); virtual void Read(); };