Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_SDK_PLAYER_H
#define C_SDK_PLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "sdk_playeranimstate.h"
#include "c_baseplayer.h"
#include "sdk_shareddefs.h"
#include "baseparticleentity.h"
class C_SDKPlayer : public C_BasePlayer, public ISDKPlayerAnimStateHelpers { public: DECLARE_CLASS( C_SDKPlayer, C_BasePlayer ); DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); DECLARE_INTERPOLATION();
C_SDKPlayer(); ~C_SDKPlayer();
static C_SDKPlayer* GetLocalSDKPlayer();
virtual const QAngle& GetRenderAngles(); virtual void UpdateClientSideAnimation(); virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType );
// Called by shared code.
public: // ISDKPlayerAnimState overrides.
virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon(); virtual bool SDKAnim_CanMove();
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ); bool ShouldDraw();
ISDKPlayerAnimState *m_PlayerAnimState;
QAngle m_angEyeAngles; CInterpolatedVar< QAngle > m_iv_angEyeAngles;
CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations.
CNetworkVar( int, m_iShotsFired ); // number of shots fired recently
EHANDLE m_hRagdoll;
CWeaponSDKBase *GetActiveSDKWeapon() const;
C_BaseAnimating *BecomeRagdollOnClient(); IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const;
void FireBullet( Vector vecSrc, const QAngle &shootAngles, float vecSpread, int iDamage, int iBulletType, CBaseEntity *pevAttacker, bool bDoEffects, float x, float y );
private: C_SDKPlayer( const C_SDKPlayer & ); };
inline C_SDKPlayer* ToSDKPlayer( CBaseEntity *pPlayer ) { Assert( dynamic_cast< C_SDKPlayer* >( pPlayer ) != NULL ); return static_cast< C_SDKPlayer* >( pPlayer ); }
#endif // C_SDK_PLAYER_H
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