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49 lines
1.0 KiB
49 lines
1.0 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 BASEOBJECT_SHARED_H |
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#define BASEOBJECT_SHARED_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_shareddefs.h" |
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#if defined( CLIENT_DLL ) |
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#define CBaseObject C_BaseObject |
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#endif |
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class CBaseObject; |
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typedef CHandle<CBaseObject> ObjectHandle; |
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struct BuildPoint_t |
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{ |
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// If this is true, then objects are parented to the attachment point instead of |
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// parented to the entity's abs origin + angles. That way, they'll move if the |
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// attachment point animates. |
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bool m_bPutInAttachmentSpace; |
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int m_iAttachmentNum; |
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ObjectHandle m_hObject; |
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int m_iPassenger; |
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bool m_bValidObjects[ OBJ_LAST ]; |
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}; |
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struct VulnerablePoint_t |
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{ |
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float m_fDamageMultiplier; |
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int m_nSet; |
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int m_nBox; |
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}; |
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// Shared header file for players |
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#if defined( CLIENT_DLL ) |
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#include "c_baseobject.h" |
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#else |
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#include "tf_obj.h" |
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#endif |
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#endif // BASEOBJECT_SHARED_H
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