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53 lines
1.5 KiB
53 lines
1.5 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Portals use polyhedrons to clip and carve their custom collision areas.
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// This file should provide caches of polyhedrons with the initial conversion
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// processes already completed.
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//
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// $NoKeywords: $
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//=====================================================================================//
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#include "igamesystem.h"
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#include "mathlib/polyhedron.h"
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#include "tier1/utlvector.h"
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#include "tier1/utlstring.h"
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#include "tier1/utlmap.h"
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class CStaticCollisionPolyhedronCache : public CAutoGameSystem
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{
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public:
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CStaticCollisionPolyhedronCache( void );
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~CStaticCollisionPolyhedronCache( void );
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void LevelInitPreEntity( void );
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void Shutdown( void );
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const CPolyhedron *GetBrushPolyhedron( int iBrushNumber );
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int GetStaticPropPolyhedrons( ICollideable *pStaticProp, CPolyhedron **pOutputPolyhedronArray, int iOutputArraySize );
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private:
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// See comments in LevelInitPreEntity for why these members are commented out
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// CUtlString m_CachedMap;
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CUtlVector<CPolyhedron *> m_BrushPolyhedrons;
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struct StaticPropPolyhedronCacheInfo_t
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{
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int iStartIndex;
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int iNumPolyhedrons;
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int iStaticPropIndex; //helps us remap ICollideable pointers when the map is restarted
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};
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CUtlVector<CPolyhedron *> m_StaticPropPolyhedrons;
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CUtlMap<ICollideable *, StaticPropPolyhedronCacheInfo_t> m_CollideableIndicesMap;
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void Clear( void );
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void Update( void );
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};
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extern CStaticCollisionPolyhedronCache g_StaticCollisionPolyhedronCache;
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