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74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
//==============================================================================
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//
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// InvisWall.cpp
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//
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// Copyright (c) 2004 Inevitable Entertainment Inc. All rights reserved.
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//
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// define HERE
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//
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//==============================================================================
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#ifndef __INVISWALL__
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#define __INVISWALL__
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//==------------------------------------------------------------------------
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// Includes
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//==------------------------------------------------------------------------
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#include "Obj_mgr\obj_mgr.hpp"
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//==------------------------------------------------------------------------
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// Defines
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//==------------------------------------------------------------------------
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//==------------------------------------------------------------------------
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// Globals
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//==------------------------------------------------------------------------
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//==------------------------------------------------------------------------
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// Prototypes
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//==------------------------------------------------------------------------
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// Class invisible_wall_obj
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class invisible_wall_obj : public object
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{
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public:
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CREATE_RTTI( invisible_wall_obj, object, object )
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invisible_wall_obj (void);
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~invisible_wall_obj (void);
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virtual bbox GetLocalBBox ( void ) const;
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virtual s32 GetMaterial ( void ) const { return MAT_TYPE_NULL; }
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virtual void OnEnumProp ( prop_enum& List );
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virtual xbool OnProperty ( prop_query& I );
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virtual void OnPolyCacheGather ( void );
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virtual void OnMove (const vector3& NewPos );
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virtual void OnTransform (const matrix4& L2W );
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virtual const object_desc& GetTypeDesc ( void ) const;
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static const object_desc& GetObjectType ( void );
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xbool GetOccluderPoints ( vector3* pPoints ) const;
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protected:
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#if !defined( CONFIG_RETAIL )
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virtual void OnDebugRender ( void );
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virtual void OnRender ( void );
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virtual void OnRenderTransparent ( void );
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#endif // !defined( CONFIG_RETAIL )
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virtual void OnColCheck ( void );
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virtual void OnKill ( void );
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virtual void OnColNotify ( object& Object );
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f32 m_Width;
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f32 m_Height;
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f32 m_Depth;
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vector3 m_CornerPos[8];
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u32 m_bIsOccluder:1;
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};
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#endif // INVISWALL
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