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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 PHYSICS_CONTROLLER_RAYCAST_VEHICLE_H
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#define PHYSICS_CONTROLLER_RAYCAST_VEHICLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ivp_controller.hxx"
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#include "ivp_car_system.hxx"
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#include "ivp_controller_raycast_car.hxx"
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class IPhysicsObject;
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//=============================================================================
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//
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// Raycast Car System
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//
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class CPhysics_Car_System_Raycast_Wheels : public IVP_Controller_Raycast_Car
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{
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public:
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CPhysics_Car_System_Raycast_Wheels( IVP_Environment *env, const IVP_Template_Car_System *t );
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virtual ~CPhysics_Car_System_Raycast_Wheels();
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virtual void do_raycasts( IVP_Event_Sim *, int n_wheels, IVP_Ray_Solver_Template *t_in,
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IVP_Ray_Hit *hits_out, IVP_FLOAT *friction_of_object_out );
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void update_wheel_positions( void );
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IPhysicsObject *GetWheel( int index );
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virtual const char *get_controller_name() { return "sys:vehicle"; }
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protected:
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void InitCarSystemWheels( const IVP_Template_Car_System *pCarSystem );
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IVP_Real_Object *m_pWheels[IVP_RAYCAST_CAR_MAX_WHEELS];
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};
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#endif // PHYSICS_CONTROLLER_RAYCAST_VEHICLE_H
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