//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ====== // // Purpose: The base class from which all game entities are derived. // //=============================================================================== #include "core/stdafx.h" #include "baseentity.h" #include "engine/gl_model_private.h" #include "engine/modelinfo.h" //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- CCollisionProperty* CBaseEntity::CollisionProp() { return &m_Collision; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- const CCollisionProperty* CBaseEntity::CollisionProp() const { return &m_Collision; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- CServerNetworkProperty* CBaseEntity::NetworkProp() { return &m_Network; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- const CServerNetworkProperty* CBaseEntity::NetworkProp() const { return &m_Network; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- model_t* CBaseEntity::GetModel(void) { return (model_t*)g_pModelInfoServer->GetModel(GetModelIndex()); } inline string_t CBaseEntity::GetModelName(void) const { return m_ModelName; } inline int CBaseEntity::GetModelIndex(void) const { return m_nModelIndex; }