You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
67 lines
2.4 KiB
67 lines
2.4 KiB
1 year ago
|
#ifndef ASW_VPHYSICS_NPC_H
|
||
|
#define ASW_VPHYSICS_NPC_H
|
||
|
#pragma once
|
||
|
|
||
|
#include "ai_playerally.h"
|
||
|
|
||
|
class CMoveData;
|
||
|
|
||
|
class CASW_VPhysics_NPC : public CAI_PlayerAlly
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CASW_VPhysics_NPC, CAI_PlayerAlly );
|
||
|
DECLARE_SERVERCLASS();
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
CASW_VPhysics_NPC();
|
||
|
virtual ~CASW_VPhysics_NPC();
|
||
|
virtual void UpdateOnRemove();
|
||
|
|
||
|
void Spawn( void );
|
||
|
int Restore( IRestore &restore );
|
||
|
virtual void InhabitedPhysicsSimulate();
|
||
|
virtual void UpdateVPhysicsAfterMove();
|
||
|
virtual float MaxSpeed();
|
||
|
|
||
|
void PostThink();
|
||
|
// physics stuff
|
||
|
bool ShouldSavePhysics();
|
||
|
void VPhysicsShadowUpdate( IPhysicsObject *pPhysics );
|
||
|
void SetVCollisionState( int collisionState );
|
||
|
void VPhysicsDestroyObject();
|
||
|
void InitVCollision( void );
|
||
|
void PostThinkVPhysics(CMoveData* pMoveData);
|
||
|
void SetupVPhysicsShadow( CPhysCollide *pStandModel, const char *pStandHullName, CPhysCollide *pCrouchModel, const char *pCrouchHullName );
|
||
|
void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
|
||
|
void VPhysicsUpdate( IPhysicsObject *pPhysics );
|
||
|
void UpdateVPhysicsPosition( const Vector &position, const Vector &velocity, float secondsToArrival );
|
||
|
void UpdatePhysicsShadowToCurrentPosition();
|
||
|
IPhysicsPlayerController* GetPhysicsController() { return m_pPhysicsController; }
|
||
|
virtual bool IsFollowingPhysics( void ) { return false; }
|
||
|
bool IsRideablePhysics( IPhysicsObject *pPhysics );
|
||
|
IPhysicsObject *GetGroundVPhysics();
|
||
|
// Player Physics Shadow
|
||
|
IPhysicsPlayerController *m_pPhysicsController;
|
||
|
IPhysicsObject *m_pShadowStand;
|
||
|
IPhysicsObject *m_pShadowCrouch;
|
||
|
int m_vphysicsCollisionState;
|
||
|
Vector m_oldOrigin;
|
||
|
Vector m_vecSmoothedVelocity;
|
||
|
bool m_touchedPhysObject;
|
||
|
bool HasPhysicsFlag( unsigned int flag ) { return (m_afPhysicsFlags & flag) != 0; }
|
||
|
unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden
|
||
|
// These are generated while running usercmds, then given to UpdateVPhysicsPosition after running all queued commands.
|
||
|
Vector m_vNewVPhysicsPosition;
|
||
|
Vector m_vNewVPhysicsVelocity;
|
||
|
void Touch( CBaseEntity *pOther );
|
||
|
void SetTouchedPhysics( bool bTouch ) { m_touchedPhysObject = bTouch; }
|
||
|
bool TouchedPhysics( void ) { return m_touchedPhysObject; }
|
||
|
|
||
|
// asw
|
||
|
Vector m_vecLastSafePosition;
|
||
|
//CUtlVector<EHANDLE> m_BlockingEntities;
|
||
|
//CUtlVector<int> m_BlockingCollisionGroup;
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif /* ASW_VPHYSICS_NPC_H */
|