Started work on build system
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@@ -6,11 +6,29 @@
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#include "baseentity.h"
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#include "physics.h"
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//-----------------------------------------------------------------------------
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// Basic triangle structure which is used in brush entities.
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//-----------------------------------------------------------------------------
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struct Triangle_t
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{
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float location[9];
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float uv[6];
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float normal[9];
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uint32_t texture;
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};
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//-----------------------------------------------------------------------------
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// Basic brush entity which has its own geometry defined.
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// They have constant position, shape, and rotation, so it makes them
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// non-interactable with the game world in terms of ability to modify it at
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// runtime. Collisions are precise.
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//-----------------------------------------------------------------------------
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class CBrushEntity: public CBaseEntity
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{
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public:
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virtual void Precache ( void ) override;
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virtual void Spawn( void ) override;
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virtual void ReadParameter( const char *szName, const char *szValue ) override;
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virtual void Destroy( void ) override;
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virtual void Think( float fDelta ) override;
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@@ -19,6 +37,9 @@ public:
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RigidBodyHandle *m_body;
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};
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//-----------------------------------------------------------------------------
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// Client rendering for brush entitites.
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//-----------------------------------------------------------------------------
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class C_BrushEntity: public C_BaseEntity
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{
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public:
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@@ -29,7 +50,7 @@ public:
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private:
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IVertexBuffer *vertexBuffer;
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IIndexBuffer *indexBuffer;
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IBrush *mesh;
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IMesh *mesh;
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IMaterial material;
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ITexture *pAlbedo;
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};
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