//========= Copyright c 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef GAME_SERVER_PROP_PHYSICS2_H #define GAME_SERVER_PROP_PHYSICS2_H #include "props_shared.h" #include "networkvar.h" #include "props.h" class CPhysics2Prop : public CBaseProp { DECLARE_CLASS( CPhysics2Prop, CBaseEntity ); DECLARE_DATADESC(); //DECLARE_SERVERCLASS(); public: ~CPhysics2Prop (); void Spawn( void ); void Precache( void ); //CNetworkVar( bool, m_bAwake ); void VPhysicsUpdate( IPhysicsObject *pPhysics ); public: class CPhysics2Shape *m_pShape; class CPhysics2Actor *m_pActor; //class CPhysics2Inertia *m_pInertia; class IPhysics2CookedInertia *m_pCookedInertia; class CPhysics2Inertia *m_pInertia; //class CPhysics2Actor *m_pBoxActor; //class CPhysics2Box *m_pBoxShape; }; #endif