//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef C_BREAKABLEPROP_H #define C_BREAKABLEPROP_H #ifdef _WIN32 #pragma once #endif #include "player_pickup.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class C_BreakableProp : public C_BaseAnimating, public CDefaultPlayerPickupVPhysics { public: DECLARE_CLASS( C_BreakableProp, C_BaseAnimating ); DECLARE_CLIENTCLASS(); C_BreakableProp(); virtual bool IsProp( void ) const { return true; }; //IPlayerPickupVPhysics virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ); virtual QAngle PreferredCarryAngles( void ); virtual bool ShouldPredict( void ); virtual C_BasePlayer *GetPredictionOwner( void ); virtual bool PredictionErrorShouldResetLatchedForAllPredictables( void ) { return false; } // Copy fade from another breakable prop void CopyFadeFrom( C_BreakableProp *pSource ); virtual void OnDataChanged( DataUpdateType_t type ); const QAngle &GetNetworkedPreferredPlayerCarryAngles( void ) { return m_qPreferredPlayerCarryAngles; } protected: QAngle m_qPreferredPlayerCarryAngles; private: bool m_bClientPhysics; }; #endif // C_BREAKABLEPROP_H