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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEOBJECT_SHARED_H
#define BASEOBJECT_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#if defined( CLIENT_DLL )
#define CBaseObject C_BaseObject
#endif
class CBaseObject;
typedef CHandle<CBaseObject> ObjectHandle;
struct BuildPoint_t
{
// If this is true, then objects are parented to the attachment point instead of
// parented to the entity's abs origin + angles. That way, they'll move if the
// attachment point animates.
bool m_bPutInAttachmentSpace;
int m_iAttachmentNum;
ObjectHandle m_hObject;
bool m_bValidObjects[ OBJ_LAST ];
};
#define TF_OBJ_GROUND_CLEARANCE 32
// Shared header file for players
#if defined( CLIENT_DLL )
#include "c_baseobject.h"
#else
#include "tf_obj.h"
#endif
#endif // BASEOBJECT_SHARED_H
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