//========== 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