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32 lines
1.1 KiB
32 lines
1.1 KiB
//========= 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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