44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// world.h
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#ifndef WORLD_H
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#define WORLD_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct edict_t;
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class ICollideable;
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class IClientEntity;
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void SV_ClearWorld (void);
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// called after the world model has been loaded, before linking any entities
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void SV_SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector *pPrevAbsOrigin, bool testSurroundingBoundsOnly );
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void SV_TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly );
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// Needs to be called any time an entity changes origin, mins, maxs, or solid
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// flags ent->v.modified
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// sets ent->v.absmin and ent->v.absmax
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// if touchtriggers, calls prog functions for the intersected triggers
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// This is to temporarily remove an object from the collision tree.
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// Unlink returns a handle we have to use to relink
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int SV_FastUnlink( edict_t *ent );
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void SV_FastRelink( edict_t *ent, int tempHandle );
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// Client side versions of above:
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void CL_TriggerMoved( IClientEntity *pTriggerEnt, bool accurateBboxTriggerChecks );
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void CL_SolidMoved( IClientEntity *pTriggerEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool accurateBboxTriggerChecks );
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#endif // WORLD_H
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