Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef IHASBUILDPOINTS_H
#define IHASBUILDPOINTS_H
#ifdef _WIN32
#pragma once
#endif
class CBaseObject;
// Derive from this interface if your entity can have objects placed on build points on it
class IHasBuildPoints
{
public:
// Tell me how many build points you have
virtual int GetNumBuildPoints( void ) const = 0;
// Give me the origin & angles of the specified build point
virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ) = 0;
// If the build point wants to parent built objects to an attachment point on the entity,
// it'll return a value >= 1 here specifying which attachment to sit on.
virtual int GetBuildPointAttachmentIndex( int iPoint ) const = 0;
// Can I build the specified object on the specified build point?
virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ) = 0;
// I've finished building the specified object on the specified build point
virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ) = 0;
// Get the number of objects build on this entity
virtual int GetNumObjectsOnMe( void ) = 0;
// Get the first object of type, return NULL if no such type available
virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType ) = 0;
// Remove all objects built on me
virtual void RemoveAllObjects( void ) = 0;
// Return the maximum distance that this entity's build points can be snapped to
virtual float GetMaxSnapDistance( int iPoint ) = 0;
// Return true if it's possible that build points on this entity may move in local space (i.e. due to animation)
virtual bool ShouldCheckForMovement( void ) = 0;
// I've finished building the specified object on the specified build point
virtual int FindObjectOnBuildPoint( CBaseObject *pObject ) = 0;
};
#endif // IHASBUILDPOINTS_H