//========= 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); #endif // WEAPON_PHYSCANNON_H