Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_PROP_VEHICLE_H
#define C_PROP_VEHICLE_H
#pragma once
#include "iclientvehicle.h"
#include "vehicle_viewblend_shared.h"
class C_PropVehicleDriveable : public C_BaseAnimating, public IClientVehicle {
DECLARE_CLASS( C_PropVehicleDriveable, C_BaseAnimating );
public:
DECLARE_CLIENTCLASS(); DECLARE_INTERPOLATION(); DECLARE_DATADESC();
C_PropVehicleDriveable(); ~C_PropVehicleDriveable();
// IVehicle overrides.
public:
virtual C_BaseCombatCharacter* GetPassenger( int nRole ); virtual int GetPassengerRole( C_BaseCombatCharacter *pEnt ); virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; } virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {} virtual void ProcessMovement( C_BasePlayer *pPlayer, CMoveData *pMoveData ) {} virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ) {}
virtual void ItemPostFrame( C_BasePlayer *pPlayer ) {}
// IClientVehicle overrides.
public:
virtual void GetVehicleFOV( float &flFOV ) { flFOV = m_flFOV; } virtual void DrawHudElements(); virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd ); virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles ); virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const;
#ifdef HL2_CLIENT_DLL
virtual int GetPrimaryAmmoType() const { return -1; } virtual int GetPrimaryAmmoCount() const { return -1; } virtual int GetPrimaryAmmoClip() const { return -1; } virtual bool PrimaryAmmoUsesClips() const { return false; } #endif
virtual bool IsPredicted() const { return false; } virtual int GetJoystickResponseCurve() const;
// C_BaseEntity overrides.
public:
virtual IClientVehicle* GetClientVehicle() { return this; } virtual C_BaseEntity *GetVehicleEnt() { return this; } virtual bool IsSelfAnimating() { return false; };
virtual void OnPreDataChanged( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType );
// Should this object cast render-to-texture shadows?
virtual ShadowType_t ShadowCastType();
// Mark the shadow as dirty while the vehicle is being driven
virtual void ClientThink( void );
// C_PropVehicleDriveable
public:
bool IsRunningEnterExitAnim( void ) { return m_bEnterAnimOn || m_bExitAnimOn; } // NVNT added to check if the vehicle needs to aim
virtual bool HasGun(void){return m_bHasGun;}
protected:
virtual void OnEnteredVehicle( C_BaseCombatCharacter *pPassenger ); virtual void OnExitedVehicle( C_BaseCombatCharacter *pPassenger );
virtual void RestrictView( float *pYawBounds, float *pPitchBounds, float *pRollBounds, QAngle &vecViewAngles ); virtual void SetVehicleFOV( float flFOV ) { m_flFOV = flFOV; }
protected:
CHandle<C_BasePlayer> m_hPlayer; int m_nSpeed; int m_nRPM; float m_flThrottle; int m_nBoostTimeLeft; int m_nHasBoost; int m_nScannerDisabledWeapons; int m_nScannerDisabledVehicle;
// timers/flags for flashing icons on hud
int m_iFlashTimer; bool m_bLockedDim; bool m_bLockedIcon;
int m_iScannerWepFlashTimer; bool m_bScannerWepDim; bool m_bScannerWepIcon;
int m_iScannerVehicleFlashTimer; bool m_bScannerVehicleDim; bool m_bScannerVehicleIcon;
float m_flSequenceChangeTime; bool m_bEnterAnimOn; bool m_bExitAnimOn; float m_flFOV;
Vector m_vecGunCrosshair; CInterpolatedVar<Vector> m_iv_vecGunCrosshair; Vector m_vecEyeExitEndpoint; bool m_bHasGun; bool m_bUnableToFire;
// Used to smooth view entry
CHandle<C_BasePlayer> m_hPrevPlayer;
ViewSmoothingData_t m_ViewSmoothingData; };
#endif // C_PROP_VEHICLE_H
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