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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef IHASBUILDPOINTS_H
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#define IHASBUILDPOINTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseObject;
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// Derive from this interface if your entity can have objects placed on build points on it
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class IHasBuildPoints
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{
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public:
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// Tell me how many build points you have
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virtual int GetNumBuildPoints( void ) const = 0;
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// Give me the origin & angles of the specified build point
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virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ) = 0;
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// If the build point wants to parent built objects to an attachment point on the entity,
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// it'll return a value >= 1 here specifying which attachment to sit on.
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virtual int GetBuildPointAttachmentIndex( int iPoint ) const = 0;
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// Can I build the specified object on the specified build point?
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virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ) = 0;
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// I've finished building the specified object on the specified build point
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virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ) = 0;
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// Get the number of objects build on this entity
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virtual int GetNumObjectsOnMe( void ) = 0;
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// Get the first object of type, return NULL if no such type available
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virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType ) = 0;
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// Remove all objects built on me
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virtual void RemoveAllObjects( void ) = 0;
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// Return the maximum distance that this entity's build points can be snapped to
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virtual float GetMaxSnapDistance( int iPoint ) = 0;
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// Return true if it's possible that build points on this entity may move in local space (i.e. due to animation)
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virtual bool ShouldCheckForMovement( void ) = 0;
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// I've finished building the specified object on the specified build point
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virtual int FindObjectOnBuildPoint( CBaseObject *pObject ) = 0;
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};
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#endif // IHASBUILDPOINTS_H
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