Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef GAMETRACE_H
#define GAMETRACE_H
#ifdef _WIN32
#pragma once
#endif
#include "cmodel.h"
#include "utlvector.h"
#include "ihandleentity.h"
#include "ispatialpartition.h"
#if defined( CLIENT_DLL )
class C_BaseEntity; #else
class CBaseEntity; #endif
//-----------------------------------------------------------------------------
// Purpose: A trace is returned when a box is swept through the world
// NOTE: eventually more of this class should be moved up into the base class!!
//-----------------------------------------------------------------------------
class CGameTrace : public CBaseTrace { public:
// Returns true if hEnt points at the world entity.
// If this returns true, then you can't use GetHitBoxIndex().
bool DidHitWorld() const; // Returns true if we hit something and it wasn't the world.
bool DidHitNonWorldEntity() const;
// Gets the entity's network index if the trace has hit an entity.
// If not, returns -1.
int GetEntityIndex() const;
// Returns true if there was any kind of impact at all
bool DidHit() const;
// The engine doesn't know what a CBaseEntity is, so it has a backdoor to
// let it get at the edict.
#if defined( ENGINE_DLL )
void SetEdict( edict_t *pEdict ); edict_t* GetEdict() const; #endif
public:
float fractionleftsolid; // time we left a solid, only valid if we started in solid
csurface_t surface; // surface hit (impact surface)
int hitgroup; // 0 == generic, non-zero is specific body part
short physicsbone; // physics bone hit by trace in studio
unsigned short worldSurfaceIndex; // Index of the msurface2_t, if applicable
#if defined( CLIENT_DLL )
C_BaseEntity *m_pEnt; #else
CBaseEntity *m_pEnt; #endif
// NOTE: this member is overloaded.
// If hEnt points at the world entity, then this is the static prop index.
// Otherwise, this is the hitbox index.
int hitbox; // box hit by trace in studio
CGameTrace() : m_pEnt(NULL) {}
private: // No copy constructors allowed
CGameTrace(const CGameTrace& vOther); };
//-----------------------------------------------------------------------------
// Returns true if there was any kind of impact at all
//-----------------------------------------------------------------------------
inline bool CGameTrace::DidHit() const { return fraction < 1 || allsolid || startsolid; }
typedef CGameTrace trace_t;
//=============================================================================
class ITraceListData { public: virtual ~ITraceListData() {}
virtual void Reset() = 0; virtual bool IsEmpty() = 0; // CanTraceRay will return true if the current volume encloses the ray
// NOTE: The leaflist trace will NOT check this. Traces are intersected
// against the culled volume exclusively.
virtual bool CanTraceRay( const Ray_t &ray ) = 0; }; #endif // GAMETRACE_H
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