Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// world.h
#ifndef WORLD_H
#define WORLD_H
#ifdef _WIN32
#pragma once
#endif
struct edict_t; class ICollideable;
void SV_ClearWorld (void); // called after the world model has been loaded, before linking any entities
void SV_SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector *pPrevAbsOrigin, bool testSurroundingBoundsOnly ); void SV_TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly );
// Needs to be called any time an entity changes origin, mins, maxs, or solid
// flags ent->v.modified
// sets ent->v.absmin and ent->v.absmax
// if touchtriggers, calls prog functions for the intersected triggers
// This is to temporarily remove an object from the collision tree.
// Unlink returns a handle we have to use to relink
int SV_FastUnlink( edict_t *ent ); void SV_FastRelink( edict_t *ent, int tempHandle );
#endif // WORLD_H
|