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42 lines
1.9 KiB
42 lines
1.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_PHYSCANNON_H
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#define WEAPON_PHYSCANNON_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CGrabController;
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//-----------------------------------------------------------------------------
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// Do we have the super-phys gun?
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//-----------------------------------------------------------------------------
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bool PlayerHasMegaPhysCannon();
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// force the physcannon to drop an object (if carried)
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void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis );
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void PhysCannonBeginUpgrade( CBaseAnimating *pAnim );
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bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity );
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void ShutdownPickupController( CBaseEntity *pPickupControllerEntity );
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float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject );
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float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject );
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CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon );
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CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer );
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CBasePlayer *GetPlayerHoldingEntity( CBaseEntity *pEntity );
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CGrabController *GetGrabControllerForPlayer( CBasePlayer *pPlayer );
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CGrabController *GetGrabControllerForPhysCannon( CBaseCombatWeapon *pActiveWeapon );
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void GetSavedParamsForCarriedPhysObject( CGrabController *pGrabController, IPhysicsObject *pObject, float *pSavedMassOut, float *pSavedRotationalDampingOut );
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void UpdateGrabControllerTargetPosition( CBasePlayer *pPlayer, Vector *vPosition, QAngle *qAngles );
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bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject );
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void GrabController_SetPortalPenetratingEntity( CGrabController *pController, CBaseEntity *pPenetrated );
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#endif // WEAPON_PHYSCANNON_H
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