//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef IHASBUILDPOINTS_H #define IHASBUILDPOINTS_H #ifdef _WIN32 #pragma once #endif class CBaseObject; // Derive from this interface if your entity can have objects placed on build points on it class IHasBuildPoints { public: // Tell me how many build points you have virtual int GetNumBuildPoints( void ) const = 0; // Give me the origin & angles of the specified build point virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ) = 0; // If the build point wants to parent built objects to an attachment point on the entity, // it'll return a value >= 1 here specifying which attachment to sit on. virtual int GetBuildPointAttachmentIndex( int iPoint ) const = 0; // Can I build the specified object on the specified build point? virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ) = 0; // I've finished building the specified object on the specified build point virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ) = 0; // Get the number of objects build on this entity virtual int GetNumObjectsOnMe( void ) = 0; // Get the first object that's built on me virtual CBaseEntity *GetFirstObjectOnMe( void ) = 0; // Get the first object of type, return NULL if no such type available virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType ) = 0; // Remove all objects built on me virtual void RemoveAllObjects( void ) = 0; // Return the maximum distance that this entity's build points can be snapped to virtual float GetMaxSnapDistance( int iPoint ) = 0; // Return true if it's possible that build points on this entity may move in local space (i.e. due to animation) virtual bool ShouldCheckForMovement( void ) = 0; // I've finished building the specified object on the specified build point virtual int FindObjectOnBuildPoint( CBaseObject *pObject ) = 0; // Returns an exit point for a vehicle built on a build point... virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles ) = 0; }; #endif // IHASBUILDPOINTS_H