#ifndef __URDE_CGAMECOLLISION_HPP__ #define __URDE_CGAMECOLLISION_HPP__ #include "zeus/CVector3f.hpp" #include "rstl.hpp" #include "RetroTypes.hpp" namespace urde { class CInternalCollisionStructure { }; class CActor; class CCollisionInfo; class CCollisionInfoList; class CMaterialList; class CStateManager; class CPhysicsActor; class CGameCollision { public: static bool NullMovingCollider(const CInternalCollisionStructure&, const zeus::CVector3f&, double&, CCollisionInfo&) { return false; } static bool NullBooleanCollider(const CInternalCollisionStructure&) { return false; } static bool NullCollisionCollider(const CInternalCollisionStructure&, CCollisionInfoList&) { return false; } static void InitCollision(); static void Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector*); static bool CanBlock(const CMaterialList&, const zeus::CVector3f&); static bool IsFloor(const CMaterialList&, const zeus::CVector3f&); void SendMaterialMessage(CStateManager&, const CMaterialList&, CActor&); }; } #endif // __URDE_CGAMECOLLISION_HPP__