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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PHYSICS_VEHICLE_H
#define PHYSICS_VEHICLE_H
#ifdef _WIN32
#pragma once
#endif
struct vehicleparams_t;
class IPhysicsVehicleController;
class CPhysicsObject;
class CPhysicsEnvironment;
class IVP_Real_Object;
bool ShouldOverrideWheelContactFriction( float *pFrictionOut, IVP_Real_Object *pivp0, IVP_Real_Object *pivp1, IVP_U_Float_Point *pNormal );
IPhysicsVehicleController *CreateVehicleController( CPhysicsEnvironment *pEnv, CPhysicsObject *pBodyObject, const vehicleparams_t ¶ms, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace );
#endif // PHYSICS_VEHICLE_H
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