////////////////////////////////////////////////////////////////////// // // Crytek Source code // Copyright (c) Crytek 2001-2004 // ////////////////////////////////////////////////////////////////////// #pragma once #include class CXObjectProxy : public IUnknownProxy { IEntity *m_pEntity; IScriptSystem *m_pScriptSystem; IPhysicalEntity* GetPhysics() { return NULL; } CPlayer *m_pPlayer; public: CXObjectProxy(IEntity *pEntity, IScriptSystem *pSystem); ~CXObjectProxy(void); // Sets the name of the function that will be called when an incoming signal is intercepted void SetSignalFuncName(const char * szName); int Update(SOBJECTSTATE * state); void SendSignal(SOBJECTSTATE * pState); void Release() {delete this; } bool CustomUpdate(Vec3d& pos, Vec3d& angle); void ApplyHealth(float fHealth) {}; bool QueryProxy(unsigned char type, void ** pProxy) {return false;} // bool IsBound() { return false;} void DebugDraw(struct IRenderer * pRenderer); bool CheckStatus(unsigned char status) { return false; } void Save(CStream &str){} void Load(CStream &str){} void Load_PATCH_1(CStream &str){ } };