Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_PLAYERCLASS_SHARED_H
#define TF_PLAYERCLASS_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#include "tf_classdata.h"
// Client specific.
#ifdef CLIENT_DLL
EXTERN_RECV_TABLE( DT_TFPlayerClassShared );
// Server specific.
#else
EXTERN_SEND_TABLE( DT_TFPlayerClassShared );
#endif
//-----------------------------------------------------------------------------
// TF Player Class Shared
//-----------------------------------------------------------------------------
class CTFPlayerClassShared { public:
CTFPlayerClassShared();
DECLARE_EMBEDDED_NETWORKVAR() DECLARE_CLASS_NOBASE( CTFPlayerClassShared );
bool Init( int iClass ); bool IsClass( int iClass ) const { return ( m_iClass == iClass ); } int GetClassIndex( void ) const { return m_iClass; } void Reset( void );
#ifdef CLIENT_DLL
string_t GetClassIconName( void ) const { return MAKE_STRING( m_iszClassIcon ); } bool HasCustomModel( void ) const { return m_iszCustomModel[0] != '\0'; } #else
string_t GetClassIconName( void ) const { return m_iszClassIcon.Get(); } void SetClassIconName( string_t iszClassIcon ) { m_iszClassIcon = iszClassIcon; } bool HasCustomModel( void ) const { return (m_iszCustomModel.Get() != NULL_STRING); } #endif
#ifndef CLIENT_DLL
#define USE_CLASS_ANIMATIONS true
void SetCustomModel( const char *pszModelName, bool isUsingClassAnimations = false ); void SetCustomModelOffset( Vector &vecOffset ) { m_vecCustomModelOffset = vecOffset; } void SetCustomModelRotates( bool bRotates ) { m_bCustomModelRotates = bRotates; } void SetCustomModelRotation( QAngle &vecOffset ) { m_angCustomModelRotation = vecOffset; m_bCustomModelRotationSet = true; } void ClearCustomModelRotation( void ) { m_bCustomModelRotationSet = false; } void SetCustomModelVisibleToSelf( bool bVisible ) { m_bCustomModelVisibleToSelf = bVisible; } #endif
const char *GetName( void ) const { return GetPlayerClassData( m_iClass )->m_szClassName; } const char *GetModelName( void ) const; const char *GetHandModelName( int iHandIndex ) const; float GetMaxSpeed( void ) { return GetPlayerClassData( m_iClass )->m_flMaxSpeed; } int GetMaxHealth( void ) const { return GetPlayerClassData( m_iClass )->m_nMaxHealth; } int GetMaxArmor( void ) const { return GetPlayerClassData( m_iClass )->m_nMaxArmor; } Vector GetCustomModelOffset( void ) const { return m_vecCustomModelOffset.Get(); } QAngle GetCustomModelRotation( void ) const { return m_angCustomModelRotation.Get(); } bool CustomModelRotationSet( void ) { return m_bCustomModelRotationSet.Get(); } bool CustomModelRotates( void ) const { return m_bCustomModelRotates.Get(); } bool CustomModelIsVisibleToSelf( void ) const { return m_bCustomModelVisibleToSelf.Get(); } bool CustomModelUsesClassAnimations( void ) const { return m_bUseClassAnimations.Get(); } bool CustomModelHasChanged( void );
TFPlayerClassData_t *GetData( void ) const { return GetPlayerClassData( m_iClass ); }
// If needed, put this into playerclass scripts
bool CanBuildObject( int iObjectType );
protected:
CNetworkVar( int, m_iClass );
#ifdef CLIENT_DLL
char m_iszClassIcon[MAX_PATH]; char m_iszCustomModel[MAX_PATH]; #else
CNetworkVar( string_t, m_iszClassIcon ); CNetworkVar( string_t, m_iszCustomModel ); #endif
CNetworkVar( Vector, m_vecCustomModelOffset ); CNetworkVar( QAngle, m_angCustomModelRotation ); CNetworkVar( bool, m_bCustomModelRotates ); CNetworkVar( bool, m_bCustomModelRotationSet ); CNetworkVar( bool, m_bCustomModelVisibleToSelf ); CNetworkVar( bool, m_bUseClassAnimations ); CNetworkVar( int, m_iClassModelParity ); int m_iOldClassModelParity; };
#endif // TF_PLAYERCLASS_SHARED_H
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