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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FUNC_BULLETSHIELD_H
#define FUNC_BULLETSHIELD_H
#ifdef _WIN32
#pragma once
#endif
//!! replace this with generic start enabled/disabled
#define SF_WALL_START_OFF 0x0001
#define SF_IGNORE_PLAYERUSE 0x0002
#include "modelentities.h"
//-----------------------------------------------------------------------------
// Purpose: shield that stops bullets, but not other objects
// enabled state: brush is visible
// disabled staute: brush not visible
//-----------------------------------------------------------------------------
class CFuncBulletShield : public CFuncBrush
{
public:
DECLARE_CLASS( CFuncBulletShield, CFuncBrush );
DECLARE_DATADESC();
virtual void Spawn( void );
bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
/*
bool CreateVPhysics( void );
virtual int ObjectCaps( void ) { return HasSpawnFlags(SF_IGNORE_PLAYERUSE) ? BaseClass::ObjectCaps() : BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }
virtual int DrawDebugTextOverlays( void );
void TurnOff( void );
void TurnOn( void );
// Input handlers
void InputTurnOff( inputdata_t &inputdata );
void InputTurnOn( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
enum BrushSolidities_e {
BRUSHSOLID_TOGGLE = 0,
BRUSHSOLID_NEVER = 1,
BRUSHSOLID_ALWAYS = 2,
};
BrushSolidities_e m_iSolidity;
int m_iDisabled;
bool m_bSolidBsp;
string_t m_iszExcludedClass;
bool m_bInvertExclusion;
DECLARE_DATADESC();
virtual bool IsOn( void );
*/
};
#endif // MODELENTITIES_H
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