#ifndef _INCLUDED_ASW_PROP_PHYSICS_H #define _INCLUDED_ASW_PROP_PHYSICS_H #include "props.h" #include "asw_shareddefs.h" class CASW_Prop_Physics : public CPhysicsProp { public: DECLARE_CLASS( CASW_Prop_Physics, CPhysicsProp ); DECLARE_SERVERCLASS(); DECLARE_DATADESC(); virtual void Spawn( void ); virtual void Event_Killed( const CTakeDamageInfo &info ); static bool KickingVismonCallback( CBaseEntity *pPhysProp, CBasePlayer *pViewingPlayer ); static bool DetonateVismonCallback( CBaseEntity *pPhysProp, CBasePlayer *pViewingPlayer ); virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_PHYSICS_PROP; } protected: virtual void OnBreak( const Vector &vecVelocity, const AngularImpulse &angVel, CBaseEntity *pBreaker ); virtual void Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ); virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo ); CNetworkVar( bool, m_bIsAimTarget ); CNetworkVar( bool, m_bOnFire ); bool m_bBulletForceImmune; bool m_bMeleeHit; }; #define SF_PHYSPROP_AIMTARGET 0x008000 // makes this prop a clientside autoaim target for marines #endif // _INCLUDED_ASW_PROP_PHYSICS_H