Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef HL1MP_PLAYER_H
#define HL1MP_PLAYER_H
#pragma once
#include "cbase.h"
#include "hl1_player_shared.h"
#include "hl1_player.h"
#include "takedamageinfo.h"
class CHL1MP_Player;
//=============================================================================
// >> HL1MP_Player
//=============================================================================
class CHL1MP_Player : public CHL1_Player { public: DECLARE_CLASS( CHL1MP_Player, CHL1_Player ); DECLARE_SERVERCLASS(); CHL1MP_Player(); ~CHL1MP_Player( void ); virtual void Event_Killed( const CTakeDamageInfo &info ); virtual void Spawn( void ); virtual void PostThink( void ); virtual void SetAnimation( PLAYER_ANIM playerAnim ); void GiveDefaultItems( void ); void CreateRagdollEntity( void ); void UpdateOnRemove( void ); virtual bool BecomeRagdollOnClient( const Vector &force ) { return true; }; virtual void CreateCorpse( void );
virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
virtual void ChangeTeam( int iTeamNum ) OVERRIDE;
void SetPlayerTeamModel( void );
float GetNextModelChangeTime( void ) { return m_flNextModelChangeTime; } float GetNextTeamChangeTime( void ) { return m_flNextTeamChangeTime; }
void SetPlayerModel( void );
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
virtual bool StartObserverMode (int mode) { if ( !IsHLTV() ) return false; return BaseClass::StartObserverMode( mode ); }
void DetonateSatchelCharges( void );
CNetworkVar( int, m_iRealSequence );
private: CNetworkHandle( CBaseEntity, m_hRagdoll ); CNetworkVar( int, m_iSpawnInterpCounter ); CNetworkQAngle( m_angEyeAngles );
IHL1MPPlayerAnimState* m_PlayerAnimState; float m_flNextModelChangeTime; float m_flNextTeamChangeTime; };
inline CHL1MP_Player *ToHL1MPPlayer( CBaseEntity *pEntity ) { if ( !pEntity || !pEntity->IsPlayer() ) return NULL;
return dynamic_cast<CHL1MP_Player*>( pEntity ); }
#endif //HL1MP_PLAYER_H
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