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engines/neverhood/modules/module2100.h
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59
engines/neverhood/modules/module2100.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NEVERHOOD_MODULES_MODULE2100_H
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#define NEVERHOOD_MODULES_MODULE2100_H
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#include "neverhood/neverhood.h"
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#include "neverhood/module.h"
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#include "neverhood/scene.h"
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namespace Neverhood {
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class Module2100 : public Module {
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public:
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Module2100(NeverhoodEngine *vm, Module *parentModule, int which);
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~Module2100() override;
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protected:
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int _sceneNum;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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void createScene(int sceneNum, int which);
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void updateScene();
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};
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class Scene2101 : public Scene {
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public:
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Scene2101(NeverhoodEngine *vm, Module *parentModule, int which);
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protected:
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Sprite *_ssFloorButton;
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Sprite *_asTape1;
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Sprite *_asTape2;
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Sprite *_asDoor;
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Sprite *_asHitByDoorEffect;
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int _countdown1;
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int _doorStatus;
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void update();
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_MODULES_MODULE2100_H */
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