Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_VEHICLE_JEEP_H
#define C_VEHICLE_JEEP_H
#pragma once
#include "cbase.h"
#include "c_prop_vehicle.h"
//#include "movevars_shared.h"
//#include "view.h"
#include "flashlighteffect.h"
//#include "c_baseplayer.h"
//#include "c_te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
//#include "tier0/memdbgon.h"
//=============================================================================
//
// Client-side Jeep Class
//
class C_PropJeep : public C_PropVehicleDriveable {
DECLARE_CLASS( C_PropJeep, C_PropVehicleDriveable );
public:
DECLARE_CLIENTCLASS(); DECLARE_INTERPOLATION();
C_PropJeep(); ~C_PropJeep();
public:
void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd ); void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
void OnEnteredVehicle( C_BasePlayer *pPlayer ); bool Simulate( void );
private:
void DampenForwardMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ); void DampenUpMotion( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles, float flFrameTime ); void ComputePDControllerCoefficients( float *pCoefficientsOut, float flFrequency, float flDampening, float flDeltaTime );
private:
Vector m_vecLastEyePos; Vector m_vecLastEyeTarget; Vector m_vecEyeSpeed; Vector m_vecTargetSpeed;
float m_flViewAngleDeltaTime;
float m_flJeepFOV; CHeadlightEffect *m_pHeadlight; bool m_bHeadlightIsOn; };
#endif // C_VEHICLE_JEEP_H
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