Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation. All Rights Reserved. ============
#ifndef PROP_BREAKABLE_DATA
#define PROP_BREAKABLE_DATA
#ifdef _WIN32
#pragma once
#endif
#include "resourcefile/resourcefile.h"
#define META( X )
//#define DECLARE_SCHEMA_DATA_CLASS( X )
#define DECLARE_SCHEMA_ENUM( X )
schema enum multiplayerBreak_t { MULTIPLAYER_BREAK_SERVER, MULTIPLAYER_BREAK_CLIENT }; DECLARE_SCHEMA_ENUM( multiplayerBreak_t );
// Runtime class compiled from schema class CPhysPartBreakableData (open file://src\public\mdlobjects\authphysmodel.h)
schema class VpropBreakablePartData_t { TYPEMETA( MNoScatter ) DECLARE_SCHEMA_DATA_CLASS( VpropBreakablePartData_t );
bool m_bMotionDisabled; META( MPropertyFriendlyName = "Motion Disabled" ); bool m_bNoShadows; META( MPropertyFriendlyName = "Do Not Cast Shadows" ); int32 m_nHealth;META( MPropertyFriendlyName = "Health" ); int32 m_nFadeTime;META( MPropertyFriendlyName = "Fade Time" ); int32 m_nFadeMin;META( MPropertyFriendlyName = "Fade Min Distance" ); int32 m_nFadeMax;META( MPropertyFriendlyName = "Fade Max Distance" ); float32 m_flBurstScale; META( MPropertyFriendlyName = "Burst Scale" ); float32 m_flBurstRandomize; META( MPropertyFriendlyName = "Burst Randomize" ); uint32 m_nSurfaceProp; META( MPropertyFriendlyName = "Surface Prop Hash" ); uint32 m_nCollisionGroupHash; META( MPropertyFriendlyName = "Collision Group Hash" ); };
#endif // PROP_BREAKABLE_DATA
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