Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_PHYSCANNON_H
#define WEAPON_PHYSCANNON_H
#ifdef _WIN32
#pragma once
#endif
class CGrabController;
//-----------------------------------------------------------------------------
// Do we have the super-phys gun?
//-----------------------------------------------------------------------------
bool PlayerHasMegaPhysCannon();
// force the physcannon to drop an object (if carried)
void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis ); void PhysCannonBeginUpgrade( CBaseAnimating *pAnim );
bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity ); void ShutdownPickupController( CBaseEntity *pPickupControllerEntity ); float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject ); float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject );
CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon ); CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer ); CBasePlayer *GetPlayerHoldingEntity( CBaseEntity *pEntity );
CGrabController *GetGrabControllerForPlayer( CBasePlayer *pPlayer ); CGrabController *GetGrabControllerForPhysCannon( CBaseCombatWeapon *pActiveWeapon ); void GetSavedParamsForCarriedPhysObject( CGrabController *pGrabController, IPhysicsObject *pObject, float *pSavedMassOut, float *pSavedRotationalDampingOut ); void UpdateGrabControllerTargetPosition( CBasePlayer *pPlayer, Vector *vPosition, QAngle *qAngles ); bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject );
void GrabController_SetPortalPenetratingEntity( CGrabController *pController, CBaseEntity *pPenetrated );
#endif // WEAPON_PHYSCANNON_H
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