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49
vphysics/physics_fluid.h
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49
vphysics/physics_fluid.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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// $NoKeywords: $
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//=============================================================================//
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#ifndef PHYSICS_FLUID_H
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#define PHYSICS_FLUID_H
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#pragma once
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#include "vphysics_interface.h"
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class IVP_Compact_Surface;
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class IVP_Environment;
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class IVP_Listener_Phantom;
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class CBuoyancyAttacher;
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class IVP_Liquid_Surface_Descriptor;
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class CPhysicsObject;
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class CPhysicsObject;
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class CPhysicsFluidController : public IPhysicsFluidController
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{
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public:
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CPhysicsFluidController( CBuoyancyAttacher *pBuoy, IVP_Liquid_Surface_Descriptor *pLiquid, CPhysicsObject *pObject, int nContents );
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~CPhysicsFluidController( void );
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virtual void SetGameData( void *pGameData );
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virtual void *GetGameData( void ) const;
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virtual void GetSurfacePlane( Vector *pNormal, float *pDist ) const;
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virtual float GetDensity() const;
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virtual void WakeAllSleepingObjects();
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virtual int GetContents() const;
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class IVP_Real_Object *GetIVPObject();
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const class IVP_Real_Object *GetIVPObject() const;
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private:
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CBuoyancyAttacher *m_pBuoyancy;
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IVP_Liquid_Surface_Descriptor *m_pLiquidSurface;
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CPhysicsObject *m_pObject;
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int m_nContents;
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void *m_pGameData;
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};
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extern CPhysicsFluidController *CreateFluidController( IVP_Environment *pEnvironment, CPhysicsObject *pFluidObject, fluidparams_t *pParams );
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#endif // PHYSICS_FLUID_H
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