53 lines
1.4 KiB
C++
53 lines
1.4 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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//=============================================================================//
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#ifndef C_BREAKABLEPROP_H
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#define C_BREAKABLEPROP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "player_pickup.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_BreakableProp : public C_BaseAnimating, public CDefaultPlayerPickupVPhysics
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{
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public:
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DECLARE_CLASS( C_BreakableProp, C_BaseAnimating );
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DECLARE_CLIENTCLASS();
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C_BreakableProp();
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virtual bool IsProp( void ) const
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{
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return true;
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};
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//IPlayerPickupVPhysics
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virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer );
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virtual QAngle PreferredCarryAngles( void );
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virtual bool ShouldPredict( void );
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virtual C_BasePlayer *GetPredictionOwner( void );
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virtual bool PredictionErrorShouldResetLatchedForAllPredictables( void ) { return false; }
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// Copy fade from another breakable prop
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void CopyFadeFrom( C_BreakableProp *pSource );
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virtual void OnDataChanged( DataUpdateType_t type );
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const QAngle &GetNetworkedPreferredPlayerCarryAngles( void ) { return m_qPreferredPlayerCarryAngles; }
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protected:
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QAngle m_qPreferredPlayerCarryAngles;
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private:
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bool m_bClientPhysics;
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};
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#endif // C_BREAKABLEPROP_H
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