Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright 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; };
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; };
#endif // PLAYER_CONTROLLER_H
|