Counter Strike : Global Offensive Source Code
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  1. //========== Copyright (c) Valve Corporation. All Rights Reserved. ============
  2. #ifndef PROP_BREAKABLE_DATA
  3. #define PROP_BREAKABLE_DATA
  4. #ifdef _WIN32
  5. #pragma once
  6. #endif
  7. #include "resourcefile/resourcefile.h"
  8. #define META( X )
  9. //#define DECLARE_SCHEMA_DATA_CLASS( X )
  10. #define DECLARE_SCHEMA_ENUM( X )
  11. schema enum multiplayerBreak_t
  12. {
  13. MULTIPLAYER_BREAK_SERVER,
  14. MULTIPLAYER_BREAK_CLIENT
  15. };
  16. DECLARE_SCHEMA_ENUM( multiplayerBreak_t );
  17. // Runtime class compiled from schema class CPhysPartBreakableData (open file://src\public\mdlobjects\authphysmodel.h)
  18. schema class VpropBreakablePartData_t
  19. {
  20. TYPEMETA( MNoScatter )
  21. DECLARE_SCHEMA_DATA_CLASS( VpropBreakablePartData_t );
  22. bool m_bMotionDisabled; META( MPropertyFriendlyName = "Motion Disabled" );
  23. bool m_bNoShadows; META( MPropertyFriendlyName = "Do Not Cast Shadows" );
  24. int32 m_nHealth;META( MPropertyFriendlyName = "Health" );
  25. int32 m_nFadeTime;META( MPropertyFriendlyName = "Fade Time" );
  26. int32 m_nFadeMin;META( MPropertyFriendlyName = "Fade Min Distance" );
  27. int32 m_nFadeMax;META( MPropertyFriendlyName = "Fade Max Distance" );
  28. float32 m_flBurstScale; META( MPropertyFriendlyName = "Burst Scale" );
  29. float32 m_flBurstRandomize; META( MPropertyFriendlyName = "Burst Randomize" );
  30. uint32 m_nSurfaceProp; META( MPropertyFriendlyName = "Surface Prop Hash" );
  31. uint32 m_nCollisionGroupHash; META( MPropertyFriendlyName = "Collision Group Hash" );
  32. };
  33. #endif // PROP_BREAKABLE_DATA