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33 lines
1.2 KiB
33 lines
1.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#ifndef WEAPON_PHYSCANNON_H |
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#define WEAPON_PHYSCANNON_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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//----------------------------------------------------------------------------- |
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// Do we have the super-phys gun? |
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//----------------------------------------------------------------------------- |
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bool PlayerHasMegaPhysCannon(); |
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// force the physcannon to drop an object (if carried) |
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void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis ); |
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void PhysCannonBeginUpgrade( CBaseAnimating *pAnim ); |
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bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity ); |
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float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject ); |
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float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject ); |
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CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon ); |
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CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer ); |
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bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject ); |
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#endif // WEAPON_PHYSCANNON_H
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