//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BASEOBJECT_SHARED_H #define BASEOBJECT_SHARED_H #ifdef _WIN32 #pragma once #endif #include "tf_shareddefs.h" #if defined( CLIENT_DLL ) #define CBaseObject C_BaseObject #endif class CBaseObject; typedef CHandle ObjectHandle; struct BuildPoint_t { // If this is true, then objects are parented to the attachment point instead of // parented to the entity's abs origin + angles. That way, they'll move if the // attachment point animates. bool m_bPutInAttachmentSpace; int m_iAttachmentNum; ObjectHandle m_hObject; int m_iPassenger; bool m_bValidObjects[ OBJ_LAST ]; }; struct VulnerablePoint_t { float m_fDamageMultiplier; int m_nSet; int m_nBox; }; // Shared header file for players #if defined( CLIENT_DLL ) #include "c_baseobject.h" #else #include "tf_obj.h" #endif #endif // BASEOBJECT_SHARED_H