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#pragma once
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#include "DispenseItemBehavior.h"
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class FacingEnum;
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class Position;
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class DefaultDispenseItemBehavior : public DispenseItemBehavior
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{
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protected:
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enum eOUTCOME
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{
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// Item has special behaviour that was executed successfully.
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ACTIVATED_ITEM = 0,
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// Item was dispenced onto the ground as a pickup.
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DISPENCED_ITEM = 1,
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// Execution failed, the item was left unaffected.
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LEFT_ITEM = 2,
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};
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public:
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DefaultDispenseItemBehavior() {};
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virtual ~DefaultDispenseItemBehavior() {};
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virtual shared_ptr<ItemInstance> dispense(BlockSource *source, shared_ptr<ItemInstance> dispensed);
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protected:
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// 4J-JEV: Added value used to play FAILED sound effect upon reaching spawn limits.
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virtual shared_ptr<ItemInstance> execute(BlockSource *source, shared_ptr<ItemInstance> dispensed, eOUTCOME &outcome);
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public:
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static void spawnItem(Level *world, shared_ptr<ItemInstance> item, int accuracy, FacingEnum *facing, Position *position);
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protected:
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virtual void playSound(BlockSource *source, eOUTCOME outcome);
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virtual void playAnimation(BlockSource *source, FacingEnum *facing, eOUTCOME outcome);
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private:
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virtual int getLevelEventDataFrom(FacingEnum *facing);
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};
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