Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PLAYER_CONTROLLER_H
#define PLAYER_CONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
class IPhysicsPlayerControllerEvent { public: virtual int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) = 0; };
enum PlayerContactState_t { PLAYER_CONTACT_PHYSICS = 1, PLAYER_CONTACT_GAMEOBJECT = 2, };
class IPhysicsPlayerController { public: virtual ~IPhysicsPlayerController( void ) {}
virtual void Update( const Vector &position, const Vector &velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ) = 0; virtual void SetEventHandler( IPhysicsPlayerControllerEvent *handler ) = 0; virtual bool IsInContact( void ) = 0; virtual void MaxSpeed( const Vector &maxVelocity ) = 0;
// allows game code to change collision models
virtual void SetObject( IPhysicsObject *pObject ) = 0; // UNDONE: Refactor this and shadow controllers into a single class/interface through IPhysicsObject
virtual int GetShadowPosition( Vector *position, QAngle *angles ) = 0; virtual void StepUp( float height ) = 0; virtual void Jump() = 0; virtual void GetShadowVelocity( Vector *velocity ) = 0; virtual IPhysicsObject *GetObject() = 0; virtual void GetLastImpulse( Vector *pOut ) = 0;
virtual void SetPushMassLimit( float maxPushMass ) = 0; virtual void SetPushSpeedLimit( float maxPushSpeed ) = 0; virtual float GetPushMassLimit() = 0; virtual float GetPushSpeedLimit() = 0; virtual bool WasFrozen() = 0; // returns bitfield e.g. 0 (no contacts), 1 (has physics contact), 2 (contact matching nGameFlags), 3 (both 1 & 2)
virtual uint32 GetContactState( uint16 nGameFlags ) = 0; };
#endif // PLAYER_CONTROLLER_H
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