css_enhanced_waf/engine/world.h
Kamay Xutax 14717d8092 Added prediction for triggers, thanks oblivious
Prediction is fixed by me by adding two more functions in prediction
class, there had before some issues because
starttouch/endtouch weren't predicted.
The result is that with lag, it restores touched entities,
including the triggers touched entity list.
2024-08-23 00:42:58 +02:00

41 lines
1.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// world.h
#ifndef WORLD_H
#define WORLD_H
#ifdef _WIN32
#pragma once
#endif
struct edict_t;
class ICollideable;
void SV_ClearWorld (void);
// called after the world model has been loaded, before linking any entities
void SV_SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector *pPrevAbsOrigin, bool testSurroundingBoundsOnly );
void SV_TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly );
// Needs to be called any time an entity changes origin, mins, maxs, or solid
// flags ent->v.modified
// sets ent->v.absmin and ent->v.absmax
// if touchtriggers, calls prog functions for the intersected triggers
// This is to temporarily remove an object from the collision tree.
// Unlink returns a handle we have to use to relink
int SV_FastUnlink( edict_t *ent );
void SV_FastRelink( edict_t *ent, int tempHandle );
void CL_TriggerMoved( IClientEntity *pTriggerEnt, bool accurateBboxTriggerChecks );
void CL_SolidMoved( IClientEntity *pTriggerEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool accurateBboxTriggerChecks );
#endif // WORLD_H