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https://github.com/nillerusr/source-engine.git
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268 lines
6.8 KiB
C++
268 lines
6.8 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_physicsprop.h"
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#include "c_physbox.h"
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#include "c_props.h"
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#define CPhysBox C_PhysBox
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#define CPhysicsProp C_PhysicsProp
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_NETWORKCLASS_ALIASED( DynamicProp, DT_DynamicProp )
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BEGIN_NETWORK_TABLE( CDynamicProp, DT_DynamicProp )
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RecvPropBool(RECVINFO(m_bUseHitboxesForRenderBox)),
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END_NETWORK_TABLE()
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C_DynamicProp::C_DynamicProp( void )
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{
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m_iCachedFrameCount = -1;
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}
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C_DynamicProp::~C_DynamicProp( void )
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{
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}
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bool C_DynamicProp::TestBoneFollowers( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
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{
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// UNDONE: There is no list of the bone followers that is networked to the client
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// so instead we do a search for solid stuff here. This is not really great - a list would be
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// preferable.
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CBaseEntity *pList[128];
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Vector mins, maxs;
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CollisionProp()->WorldSpaceAABB( &mins, &maxs );
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int count = UTIL_EntitiesInBox( pList, ARRAYSIZE(pList), mins, maxs, 0, PARTITION_CLIENT_SOLID_EDICTS );
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for ( int i = 0; i < count; i++ )
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{
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if ( pList[i]->GetOwnerEntity() == this )
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{
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if ( pList[i]->TestCollision(ray, fContentsMask, tr) )
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{
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return true;
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}
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}
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}
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return false;
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}
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bool C_DynamicProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
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{
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if ( IsSolidFlagSet(FSOLID_NOT_SOLID) )
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{
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// if this entity is marked non-solid and custom test it must have bone followers
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if ( IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ))
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{
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return TestBoneFollowers( ray, fContentsMask, tr );
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}
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}
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return BaseClass::TestCollision( ray, fContentsMask, tr );
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}
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//-----------------------------------------------------------------------------
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// implements these so ragdolls can handle frustum culling & leaf visibility
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//-----------------------------------------------------------------------------
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void C_DynamicProp::GetRenderBounds( Vector& theMins, Vector& theMaxs )
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{
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if ( m_bUseHitboxesForRenderBox )
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{
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if ( GetModel() )
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{
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studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( GetModel() );
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if ( !pStudioHdr || GetSequence() == -1 )
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{
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theMins = vec3_origin;
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theMaxs = vec3_origin;
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return;
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}
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// Only recompute if it's a new frame
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if ( gpGlobals->framecount != m_iCachedFrameCount )
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{
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ComputeEntitySpaceHitboxSurroundingBox( &m_vecCachedRenderMins, &m_vecCachedRenderMaxs );
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m_iCachedFrameCount = gpGlobals->framecount;
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}
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theMins = m_vecCachedRenderMins;
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theMaxs = m_vecCachedRenderMaxs;
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return;
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}
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}
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BaseClass::GetRenderBounds( theMins, theMaxs );
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}
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unsigned int C_DynamicProp::ComputeClientSideAnimationFlags()
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{
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if ( GetSequence() != -1 )
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{
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CStudioHdr *pStudioHdr = GetModelPtr();
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if ( GetSequenceCycleRate(pStudioHdr, GetSequence()) != 0.0f )
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{
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return BaseClass::ComputeClientSideAnimationFlags();
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}
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}
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// no sequence or no cycle rate, don't do any per-frame calcs
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return 0;
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}
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// ------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------ //
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class C_BasePropDoor : public C_DynamicProp
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{
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DECLARE_CLASS( C_BasePropDoor, C_DynamicProp );
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public:
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DECLARE_CLIENTCLASS();
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// constructor, destructor
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C_BasePropDoor( void );
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virtual ~C_BasePropDoor( void );
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virtual void OnDataChanged( DataUpdateType_t type );
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virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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private:
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C_BasePropDoor( const C_BasePropDoor & );
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};
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IMPLEMENT_CLIENTCLASS_DT(C_BasePropDoor, DT_BasePropDoor, CBasePropDoor)
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END_RECV_TABLE()
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C_BasePropDoor::C_BasePropDoor( void )
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{
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}
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C_BasePropDoor::~C_BasePropDoor( void )
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{
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}
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void C_BasePropDoor::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( type == DATA_UPDATE_CREATED )
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{
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SetSolid(SOLID_VPHYSICS);
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VPhysicsInitShadow( false, false );
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}
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else if ( VPhysicsGetObject() )
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{
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VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL );
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}
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}
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bool C_BasePropDoor::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
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{
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if ( !VPhysicsGetObject() )
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return false;
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CStudioHdr *pStudioHdr = GetModelPtr( );
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if (!pStudioHdr)
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return false;
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physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );
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if ( trace.DidHit() )
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{
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trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
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return true;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------ //
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// Special version of func_physbox.
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// ------------------------------------------------------------------------------------------ //
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#ifndef _XBOX
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class CPhysBoxMultiplayer : public CPhysBox, public IMultiplayerPhysics
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{
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public:
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DECLARE_CLASS( CPhysBoxMultiplayer, CPhysBox );
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virtual int GetMultiplayerPhysicsMode()
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{
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return m_iPhysicsMode;
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}
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virtual float GetMass()
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{
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return m_fMass;
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}
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virtual bool IsAsleep()
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{
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Assert ( 0 );
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return true;
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}
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CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
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CNetworkVar( float, m_fMass );
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DECLARE_CLIENTCLASS();
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};
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IMPLEMENT_CLIENTCLASS_DT( CPhysBoxMultiplayer, DT_PhysBoxMultiplayer, CPhysBoxMultiplayer )
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RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
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RecvPropFloat( RECVINFO( m_fMass ) ),
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END_RECV_TABLE()
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class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
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{
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DECLARE_CLASS( CPhysicsPropMultiplayer, CPhysicsProp );
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virtual int GetMultiplayerPhysicsMode()
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{
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Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE );
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Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_AUTODETECT );
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return m_iPhysicsMode;
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}
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virtual float GetMass()
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{
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return m_fMass;
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}
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virtual bool IsAsleep()
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{
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return !m_bAwake;
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}
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virtual void ComputeWorldSpaceSurroundingBox( Vector *mins, Vector *maxs )
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{
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Assert( mins != NULL && maxs != NULL );
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if ( !mins || !maxs )
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return;
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// Take our saved collision bounds, and transform into world space
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TransformAABB( EntityToWorldTransform(), m_collisionMins, m_collisionMaxs, *mins, *maxs );
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}
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CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
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CNetworkVar( float, m_fMass );
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CNetworkVector( m_collisionMins );
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CNetworkVector( m_collisionMaxs );
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DECLARE_CLIENTCLASS();
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};
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IMPLEMENT_CLIENTCLASS_DT( CPhysicsPropMultiplayer, DT_PhysicsPropMultiplayer, CPhysicsPropMultiplayer )
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RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
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RecvPropFloat( RECVINFO( m_fMass ) ),
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RecvPropVector( RECVINFO( m_collisionMins ) ),
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RecvPropVector( RECVINFO( m_collisionMaxs ) ),
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END_RECV_TABLE()
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#endif
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