//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef COLLISIONPROPERTY_H #define COLLISIONPROPERTY_H #include "public/engine/ICollideable.h" #include "mathlib/vector.h" class CCollisionProperty : public ICollideable { void* m_pOuter; // CBaseEntity? Vector3D m_vecMins; Vector3D m_vecMaxs; int m_usSolidFlags; char m_nSolidType; char m_triggerBloat; char m_collisionDetailLevel; char m_isInDirtyList; char m_hasDirtyBounds; char m_hiddenFromSpatialQueries; __int16 m_dirtyListIndex; char m_nSurroundType; char gap_35[1]; __int16 m_spatialAccelHandle; __int16 m_partitionMask; char gap_3a[2]; float m_flRadius; Vector3D m_vecSpecifiedSurroundingMins; Vector3D m_vecSpecifiedSurroundingMaxs; Vector3D m_vecSurroundingMins; Vector3D m_vecSurroundingMaxs; float m_hitboxTestRadius; }; #endif // COLLISIONPROPERTY_H