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34 lines
1.2 KiB
C
34 lines
1.2 KiB
C
//========= 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 WEAPON_PHYSCANNON_H
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#define WEAPON_PHYSCANNON_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Do we have the super-phys gun?
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//-----------------------------------------------------------------------------
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bool PlayerHasMegaPhysCannon();
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// force the physcannon to drop an object (if carried)
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void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis );
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void PhysCannonBeginUpgrade( CBaseAnimating *pAnim );
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bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity );
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float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject );
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float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject );
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CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon );
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CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer );
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bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject );
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#endif // WEAPON_PHYSCANNON_H
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