dlls/physics.cpp
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#include "physics_npc_solver.h"
#include "physics_collisionevent.h"
void PrecachePhysicsSounds( void );
// memdbgon must be the last include file in a .cpp file!!!
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#include "physics_npc_solver.h"
#include "physics_collisionevent.h"
#include "ff_buildableobjects_shared.h"
#include "ff_triggerclip.h"
void PrecachePhysicsSounds( void );
// memdbgon must be the last include file in a .cpp file!!!
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if ( !pEntity0 || !pEntity1 )
return 1;
unsigned short gameFlags0 = pObj0->GetGameFlags();
unsigned short gameFlags1 = pObj1->GetGameFlags();
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if ( !pEntity0 || !pEntity1 )
return 1;
if ((FF_IsBuildableObject(pEntity0) || FF_IsBuildableObject(pEntity1)) && (pEntity0->Classify() == CLASS_TRIGGER_CLIP || pEntity1->Classify() == CLASS_TRIGGER_CLIP))
{
CFFBuildableObject *pBuildable = NULL;
CFFTriggerClip *pTriggerClip = NULL;
if (FF_IsBuildableObject(pEntity0))
{
pBuildable = (CFFBuildableObject*)pEntity0;
pTriggerClip = (CFFTriggerClip*)pEntity1;
}
else
{
pBuildable = (CFFBuildableObject*)pEntity1;
pTriggerClip = (CFFTriggerClip*)pEntity0;
}
return (int)ShouldFFTriggerClipBlock( pTriggerClip, pBuildable->GetTeamNumber(),
LUA_CLIP_FLAG_BUILDABLES, LUA_CLIP_FLAG_NONPLAYERS,
LUA_CLIP_FLAG_BUILDABLESBYTEAM | LUA_CLIP_FLAG_NONPLAYERSBYTEAM );
}
unsigned short gameFlags0 = pObj0->GetGameFlags();
unsigned short gameFlags1 = pObj1->GetGameFlags();