Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MODELENTITIES_H
#define MODELENTITIES_H
#ifdef _WIN32
#pragma once
#endif
//!! replace this with generic start enabled/disabled
#define SF_WALL_START_OFF 0x0001
#define SF_IGNORE_PLAYERUSE 0x0002
//-----------------------------------------------------------------------------
// Purpose: basic solid geometry
// enabled state: brush is visible
// disabled state: brush not visible
//-----------------------------------------------------------------------------
class CFuncBrush : public CBaseEntity { public: DECLARE_CLASS( CFuncBrush, CBaseEntity );
virtual void Spawn( void ); bool CreateVPhysics( void );
virtual int ObjectCaps( void ) { return HasSpawnFlags(SF_IGNORE_PLAYERUSE) ? BaseClass::ObjectCaps() : BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }
virtual int DrawDebugTextOverlays( void );
virtual void TurnOff( void ); virtual void TurnOn( void );
// Input handlers
void InputTurnOff( inputdata_t &inputdata ); void InputTurnOn( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); void InputSetExcluded( inputdata_t &inputdata ); void InputSetInvert( inputdata_t &inputdata );
enum BrushSolidities_e { BRUSHSOLID_TOGGLE = 0, BRUSHSOLID_NEVER = 1, BRUSHSOLID_ALWAYS = 2, };
BrushSolidities_e m_iSolidity; int m_iDisabled; bool m_bSolidBsp; string_t m_iszExcludedClass; bool m_bInvertExclusion;
DECLARE_DATADESC();
virtual bool IsOn( void ) const; };
#endif // MODELENTITIES_H
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