2023-01-18 00:46:17 +01:00
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//========= Copyright <20> 1996-2005, 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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#ifndef COLLISIONPROPERTY_H
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#define COLLISIONPROPERTY_H
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#include "mathlib/vector.h"
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2023-04-08 18:52:33 +02:00
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#include "engine/ICollideable.h"
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#include "game/server/baseentity.h"
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2023-01-18 00:46:17 +01:00
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class CCollisionProperty : public ICollideable
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{
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2023-01-21 16:18:12 +01:00
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CBaseEntity* m_pOuter;
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2023-01-18 00:46:17 +01:00
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Vector3D m_vecMins;
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Vector3D m_vecMaxs;
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int m_usSolidFlags;
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char m_nSolidType;
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char m_triggerBloat;
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char m_collisionDetailLevel;
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char m_isInDirtyList;
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char m_hasDirtyBounds;
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char m_hiddenFromSpatialQueries;
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__int16 m_dirtyListIndex;
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char m_nSurroundType;
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char gap_35[1];
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__int16 m_spatialAccelHandle;
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__int16 m_partitionMask;
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char gap_3a[2];
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float m_flRadius;
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Vector3D m_vecSpecifiedSurroundingMins;
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Vector3D m_vecSpecifiedSurroundingMaxs;
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Vector3D m_vecSurroundingMins;
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Vector3D m_vecSurroundingMaxs;
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float m_hitboxTestRadius;
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};
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#endif // COLLISIONPROPERTY_H
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