Counter Strike : Global Offensive Source Code
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  1. //========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //
  7. //=============================================================================//
  8. // world.h
  9. #ifndef WORLD_H
  10. #define WORLD_H
  11. #ifdef _WIN32
  12. #pragma once
  13. #endif
  14. struct edict_t;
  15. class ICollideable;
  16. class IClientEntity;
  17. void SV_ClearWorld (void);
  18. // called after the world model has been loaded, before linking any entities
  19. void SV_SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector *pPrevAbsOrigin, bool testSurroundingBoundsOnly );
  20. void SV_TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly );
  21. // Needs to be called any time an entity changes origin, mins, maxs, or solid
  22. // flags ent->v.modified
  23. // sets ent->v.absmin and ent->v.absmax
  24. // if touchtriggers, calls prog functions for the intersected triggers
  25. // This is to temporarily remove an object from the collision tree.
  26. // Unlink returns a handle we have to use to relink
  27. int SV_FastUnlink( edict_t *ent );
  28. void SV_FastRelink( edict_t *ent, int tempHandle );
  29. // Client side versions of above:
  30. void CL_TriggerMoved( IClientEntity *pTriggerEnt, bool accurateBboxTriggerChecks );
  31. void CL_SolidMoved( IClientEntity *pTriggerEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool accurateBboxTriggerChecks );
  32. #endif // WORLD_H