r5sdk/r5dev/game/shared/collisionproperty.h
Kawe Mazidjatari 217bbc8ea1 Add new work-in-progress entity structures to SDK
Thanks to rexx for the structures.
2023-01-18 00:46:17 +01:00

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//========= Copyright <20> 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