37 lines
1.4 KiB
C
37 lines
1.4 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_PHYSCANNON_H
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#define WEAPON_PHYSCANNON_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Do we have the super-phys gun?
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//-----------------------------------------------------------------------------
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bool PlayerHasMegaPhysCannon();
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// force the physcannon to drop an object (if carried)
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void PhysCannonForceDrop(CBaseCombatWeapon *pActiveWeapon,
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CBaseEntity *pOnlyIfHoldingThis);
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void PhysCannonBeginUpgrade(CBaseAnimating *pAnim);
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bool PlayerPickupControllerIsHoldingEntity(CBaseEntity *pPickupController,
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CBaseEntity *pHeldEntity);
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float PlayerPickupGetHeldObjectMass(CBaseEntity *pPickupControllerEntity,
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IPhysicsObject *pHeldObject);
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float PhysCannonGetHeldObjectMass(CBaseCombatWeapon *pActiveWeapon,
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IPhysicsObject *pHeldObject);
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CBaseEntity *PhysCannonGetHeldEntity(CBaseCombatWeapon *pActiveWeapon);
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CBaseEntity *GetPlayerHeldEntity(CBasePlayer *pPlayer);
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bool PhysCannonAccountableForObject(CBaseCombatWeapon *pPhysCannon,
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CBaseEntity *pObject);
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#endif // WEAPON_PHYSCANNON_H
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