//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef VPHYSICSUPDATEAI_H #define VPHYSICSUPDATEAI_H #ifdef _WIN32 #pragma once #endif // this is used to temporarily allow the vphysics shadow object to update the entity's position // for entities that typically ignore those updates. struct vphysicsupdateai_t { float startUpdateTime; float stopUpdateTime; float savedShadowControllerMaxSpeed; }; #endif // VPHYSICSUPDATEAI_H