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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/portal/weapon_physcannon.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/portal/weapon_physcannon.h')
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diff --git a/game/server/portal/weapon_physcannon.h b/game/server/portal/weapon_physcannon.h
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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