Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef POSITIONWATCHER_H
#define POSITIONWATCHER_H
#ifdef _WIN32
#pragma once
#endif
#include "ehandle.h"
// inherit from this interface to be able to call WatchPositionChanges
abstract_class IWatcherCallback { public: virtual ~IWatcherCallback() {} };
abstract_class IPositionWatcher : public IWatcherCallback { public: virtual void NotifyPositionChanged( CBaseEntity *pEntity ) = 0; };
// NOTE: The table of watchers is NOT saved/loaded! Recreate these links on restore
void ReportPositionChanged( CBaseEntity *pMovedEntity ); void WatchPositionChanges( CBaseEntity *pWatcher, CBaseEntity *pMovingEntity ); void RemovePositionWatcher( CBaseEntity *pWatcher, CBaseEntity *pMovingEntity );
// inherit from this interface to be able to call WatchPositionChanges
abstract_class IVPhysicsWatcher : public IWatcherCallback { public: virtual void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) = 0; };
// NOTE: The table of watchers is NOT saved/loaded! Recreate these links on restore
void ReportVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ); void WatchVPhysicsStateChanges( CBaseEntity *pWatcher, CBaseEntity *pPhysicsEntity ); void RemoveVPhysicsStateWatcher( CBaseEntity *pWatcher, CBaseEntity *pPhysicsEntity );
#endif // POSITIONWATCHER_H
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