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