Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2008, Valve Corporation, All rights reserved. ====
//
// Purpose:
//
//=============================================================================
#ifndef LOGIC_PLAYERPROXY_H
#define LOGIC_PLAYERPROXY_H
#pragma once
//-----------------------------------------------------------------------------
// Purpose: Used to relay outputs/inputs from the player to the world and vice versa
//-----------------------------------------------------------------------------
class CLogicPlayerProxy : public CLogicalEntity { DECLARE_CLASS( CLogicPlayerProxy, CLogicalEntity ); DECLARE_DATADESC();
public: // FIXME: Subclass
#ifdef PORTAL2
COutputEvent m_OnStartSlowingTime; COutputEvent m_OnStopSlowingTime; COutputEvent m_OnCoopPing;
COutputEvent m_OnPrimaryPortalPlaced; COutputEvent m_OnSecondaryPortalPlaced; #endif // PORTAL2
#if defined( HL2_DLL )
COutputEvent m_OnFlashlightOn; COutputEvent m_OnFlashlightOff; COutputEvent m_PlayerMissedAR2AltFire; // Player fired a combine ball which did not dissolve any enemies.
#endif // HL2_DLL
COutputEvent m_PlayerHasAmmo; COutputEvent m_PlayerHasNoAmmo; COutputEvent m_PlayerDied;
COutputEvent m_OnDuck; COutputEvent m_OnUnDuck; COutputEvent m_OnJump;
COutputInt m_RequestedPlayerHealth;
#if defined HL2_EPISODIC
void InputSetFlashlightSlowDrain( inputdata_t &inputdata ); void InputSetFlashlightNormalDrain( inputdata_t &inputdata ); void InputLowerWeapon( inputdata_t &inputdata ); void InputSetLocatorTargetEntity( inputdata_t &inputdata ); #endif // HL2_EPISODIC
void InputRequestPlayerHealth( inputdata_t &inputdata ); void InputSetPlayerHealth( inputdata_t &inputdata ); void InputRequestAmmoState( inputdata_t &inputdata ); void InputEnableCappedPhysicsDamage( inputdata_t &inputdata ); void InputDisableCappedPhysicsDamage( inputdata_t &inputdata );
#if defined ( PORTAL2 )
void InputAddPotatosToPortalgun( inputdata_t &inputdata ); void InputRemovePotatosFromPortalgun( inputdata_t &inputdata );
void InputSetDropEnabled( inputdata_t &inputdata ); void InputForceVMGrabController( inputdata_t &inputdata ); void InputForcePhysicsGrabController( inputdata_t &inputdata ); void InputResetGrabControllerBehavior( inputdata_t &inputdata ); void InputPaintPlayerWithPortalPaint( inputdata_t &inputdata ); void InputSetMotionBlurAmount( inputdata_t &inputdata ); #endif
void Activate( void );
bool PassesDamageFilter( const CTakeDamageInfo &info );
EHANDLE m_hPlayer; };
#endif // LOGIC_PLAYERPROXY_H
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