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33 lines
1.1 KiB
33 lines
1.1 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef PORTAL_PHYSICS_COLLISIONEVENT_H
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#define PORTAL_PHYSICS_COLLISIONEVENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "physics_collisionevent.h"
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class CPortal_CollisionEvent : public CCollisionEvent
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{
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public:
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DECLARE_CLASS_GAMEROOT( CPortal_CollisionEvent, CCollisionEvent );
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virtual int ShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 );
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virtual void PreCollision( vcollisionevent_t *pEvent );
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virtual void PostCollision( vcollisionevent_t *pEvent );
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virtual int ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1, float dt );
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virtual void PostSimulationFrame( void );
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void PortalPostSimulationFrame( void );
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void AddDamageEvent( CBaseEntity *pEntity, const CTakeDamageInfo &info, IPhysicsObject *pInflictorPhysics, bool bRestoreVelocity, const Vector &savedVel, const AngularImpulse &savedAngVel );
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};
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#endif //#ifndef PORTAL_PHYSICS_COLLISIONEVENT_H
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