//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef PHYSICS_VEHICLE_H #define PHYSICS_VEHICLE_H #ifdef _WIN32 #pragma once #endif struct vehicleparams_t; class IPhysicsVehicleController; class CPhysicsObject; class CPhysicsEnvironment; class IVP_Real_Object; bool ShouldOverrideWheelContactFriction( float *pFrictionOut, IVP_Real_Object *pivp0, IVP_Real_Object *pivp1, IVP_U_Float_Point *pNormal ); IPhysicsVehicleController *CreateVehicleController( CPhysicsEnvironment *pEnv, CPhysicsObject *pBodyObject, const vehicleparams_t ¶ms, unsigned int nVehicleType, IPhysicsGameTrace *pGameTrace ); #endif // PHYSICS_VEHICLE_H