//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef WEAPON_PHYSCANNON_H #define WEAPON_PHYSCANNON_H #ifdef _WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Do we have the super-phys gun? //----------------------------------------------------------------------------- bool PlayerHasMegaPhysCannon(); // force the physcannon to drop an object (if carried) void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis ); void PhysCannonBeginUpgrade( CBaseAnimating *pAnim ); bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity ); float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject ); float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject ); CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon ); CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer ); bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject ); #ifdef MAPBASE // Moved here so point_physics_control can access, datadesc is still in weapon_physcannon.cpp struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t { DECLARE_SIMPLE_DATADESC(); }; #endif #endif // WEAPON_PHYSCANNON_H