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authorMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
committerMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
commit55ed12f8d1eb6887d348be03aee5573d44177ffb (patch)
tree3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/game/shared/props_shared.h
parent* Added support for Visual C++ 2013 Express to VPC (diff)
downloadsource-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz
source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/game/shared/props_shared.h')
-rw-r--r--mp/src/game/shared/props_shared.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/mp/src/game/shared/props_shared.h b/mp/src/game/shared/props_shared.h
index c63cb212..07878d82 100644
--- a/mp/src/game/shared/props_shared.h
+++ b/mp/src/game/shared/props_shared.h
@@ -217,6 +217,7 @@ struct breakmodel_t
bool placementIsBone;
bool isMotionDisabled;
mp_break_t mpBreakMode;
+ Vector velocity;
};
struct breakablepropparams_t
@@ -242,11 +243,13 @@ struct breakablepropparams_t
const char *GetMassEquivalent(float flMass);
int GetAutoMultiplayerPhysicsMode( Vector size, float mass );
+void BuildPropList( const char *pszBlockName, CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
void BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t &params, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true );
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const Vector &origin, const QAngle &angles, const Vector &velocity, const AngularImpulse &angularVelocity, float impactEnergyScale, float burstScale, int collisionGroup, CBaseEntity *pEntity = NULL, bool defaultLocation = true );
// Player gibs.
+void PrecachePropsForModel( int iModel, const char *pszBlockName );
void PrecacheGibsForModel( int iModel );
void BuildGibList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t &params, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true, CUtlVector<EHANDLE> *pGibList = NULL, bool bBurning = false );