Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#if !defined( C_BASEHLPLAYER_H )
#define C_BASEHLPLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseplayer.h"
#include "c_hl2_playerlocaldata.h"
class C_BaseHLPlayer : public C_BasePlayer { public: DECLARE_CLASS( C_BaseHLPlayer, C_BasePlayer ); DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE();
C_BaseHLPlayer();
virtual void OnDataChanged( DataUpdateType_t updateType );
void Weapon_DropPrimary( void ); float GetFOV(); void Zoom( float FOVOffset, float time ); float GetZoom( void ); bool IsZoomed( void ) { return m_HL2Local.m_bZooming; }
bool IsSprinting( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_SPRINT; } bool IsFlashlightActive( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_FLASHLIGHT; } bool IsBreatherActive( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_BREATHER; }
virtual int DrawModel( int flags ); virtual void BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
LadderMove_t *GetLadderMove() { return &m_HL2Local.m_LadderMove; } virtual void ExitLadder(); bool IsSprinting() const { return m_fIsSprinting; } // Input handling
virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd ); void PerformClientSideObstacleAvoidance( float flFrameTime, CUserCmd *pCmd ); void PerformClientSideNPCSpeedModifiers( float flFrameTime, CUserCmd *pCmd );
bool IsWeaponLowered( void ) { return m_HL2Local.m_bWeaponLowered; }
public:
C_HL2PlayerLocalData m_HL2Local; EHANDLE m_hClosestNPC; float m_flSpeedModTime; bool m_fIsSprinting;
private: C_BaseHLPlayer( const C_BaseHLPlayer & ); // not defined, not accessible
bool TestMove( const Vector &pos, float fVertDist, float radius, const Vector &objPos, const Vector &objDir );
float m_flZoomStart; float m_flZoomEnd; float m_flZoomRate; float m_flZoomStartTime;
bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code...
float m_flSpeedMod; float m_flExitSpeedMod;
friend class CHL2GameMovement; };
#endif
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