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47
game/shared/positionwatcher.h
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47
game/shared/positionwatcher.h
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//========= 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 POSITIONWATCHER_H
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#define POSITIONWATCHER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ehandle.h"
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// inherit from this interface to be able to call WatchPositionChanges
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abstract_class IWatcherCallback
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{
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public:
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virtual ~IWatcherCallback() {}
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};
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abstract_class IPositionWatcher : public IWatcherCallback
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{
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public:
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virtual void NotifyPositionChanged( CBaseEntity *pEntity ) = 0;
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};
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// NOTE: The table of watchers is NOT saved/loaded! Recreate these links on restore
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void ReportPositionChanged( CBaseEntity *pMovedEntity );
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void WatchPositionChanges( CBaseEntity *pWatcher, CBaseEntity *pMovingEntity );
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void RemovePositionWatcher( CBaseEntity *pWatcher, CBaseEntity *pMovingEntity );
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// inherit from this interface to be able to call WatchPositionChanges
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abstract_class IVPhysicsWatcher : public IWatcherCallback
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{
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public:
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virtual void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake ) = 0;
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};
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// NOTE: The table of watchers is NOT saved/loaded! Recreate these links on restore
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void ReportVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake );
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void WatchVPhysicsStateChanges( CBaseEntity *pWatcher, CBaseEntity *pPhysicsEntity );
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void RemoveVPhysicsStateWatcher( CBaseEntity *pWatcher, CBaseEntity *pPhysicsEntity );
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#endif // POSITIONWATCHER_H
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