Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef HL2MP_PLAYER_H
#define HL2MP_PLAYER_H
#pragma once
class CHL2MP_Player;
#include "basemultiplayerplayer.h"
#include "hl2_playerlocaldata.h"
#include "hl2_player.h"
#include "simtimer.h"
#include "soundenvelope.h"
#include "hl2mp_player_shared.h"
#include "hl2mp_gamerules.h"
#include "utldict.h"
//=============================================================================
// >> HL2MP_Player
//=============================================================================
class CHL2MPPlayerStateInfo { public: HL2MPPlayerState m_iPlayerState; const char *m_pStateName;
void (CHL2MP_Player::*pfnEnterState)(); // Init and deinit the state.
void (CHL2MP_Player::*pfnLeaveState)();
void (CHL2MP_Player::*pfnPreThink)(); // Do a PreThink() in this state.
};
class CHL2MP_Player : public CHL2_Player { public: DECLARE_CLASS( CHL2MP_Player, CHL2_Player );
CHL2MP_Player(); ~CHL2MP_Player( void ); static CHL2MP_Player *CreatePlayer( const char *className, edict_t *ed ) { CHL2MP_Player::s_PlayerEdict = ed; return (CHL2MP_Player*)CreateEntityByName( className ); }
DECLARE_SERVERCLASS(); DECLARE_DATADESC();
virtual void Precache( void ); virtual void Spawn( void ); virtual void PostThink( void ); virtual void PreThink( void ); virtual void PlayerDeathThink( void ); virtual void SetAnimation( PLAYER_ANIM playerAnim ); virtual bool HandleCommand_JoinTeam( int team ); virtual bool ClientCommand( const CCommand &args ); virtual void CreateViewModel( int viewmodelindex = 0 ); virtual bool BecomeRagdollOnClient( const Vector &force ); virtual void Event_Killed( const CTakeDamageInfo &info ); virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo ); virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const; virtual void FireBullets ( const FireBulletsInfo_t &info ); virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0); virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon ); virtual void ChangeTeam( int iTeam ) OVERRIDE; virtual void PickupObject ( CBaseEntity *pObject, bool bLimitMassAndSize ); virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ); virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL ); virtual void UpdateOnRemove( void ); virtual void DeathSound( const CTakeDamageInfo &info ); virtual CBaseEntity* EntSelectSpawnPoint( void ); int FlashlightIsOn( void ); void FlashlightTurnOn( void ); void FlashlightTurnOff( void ); void PrecacheFootStepSounds( void ); bool ValidatePlayerModel( const char *pModel );
QAngle GetAnimEyeAngles( void ) { return m_angEyeAngles.Get(); }
Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
void CheatImpulseCommands( int iImpulse ); void CreateRagdollEntity( void ); void GiveAllItems( void ); void GiveDefaultItems( void );
void NoteWeaponFired( void );
void ResetAnimation( void ); void SetPlayerModel( void ); void SetPlayerTeamModel( void ); Activity TranslateTeamActivity( Activity ActToTranslate ); float GetNextModelChangeTime( void ) { return m_flNextModelChangeTime; } float GetNextTeamChangeTime( void ) { return m_flNextTeamChangeTime; } void PickDefaultSpawnTeam( void ); void SetupPlayerSoundsByModel( const char *pModelName ); const char *GetPlayerModelSoundPrefix( void ); int GetPlayerModelType( void ) { return m_iPlayerSoundType; } void DetonateTripmines( void );
void Reset();
bool IsReady(); void SetReady( bool bReady );
void CheckChatText( char *p, int bufsize );
void State_Transition( HL2MPPlayerState newState ); void State_Enter( HL2MPPlayerState newState ); void State_Leave(); void State_PreThink(); CHL2MPPlayerStateInfo *State_LookupInfo( HL2MPPlayerState state );
void State_Enter_ACTIVE(); void State_PreThink_ACTIVE(); void State_Enter_OBSERVER_MODE(); void State_PreThink_OBSERVER_MODE();
virtual bool StartObserverMode( int mode ); virtual void StopObserverMode( void );
Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
// Tracks our ragdoll entity.
CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
virtual bool CanHearAndReadChatFrom( CBasePlayer *pPlayer );
private:
CNetworkQAngle( m_angEyeAngles ); CPlayerAnimState m_PlayerAnimState;
int m_iLastWeaponFireUsercmd; int m_iModelType; CNetworkVar( int, m_iSpawnInterpCounter ); CNetworkVar( int, m_iPlayerSoundType );
float m_flNextModelChangeTime; float m_flNextTeamChangeTime;
float m_flSlamProtectTime;
HL2MPPlayerState m_iPlayerState; CHL2MPPlayerStateInfo *m_pCurStateInfo;
bool ShouldRunRateLimitedCommand( const CCommand &args );
// This lets us rate limit the commands the players can execute so they don't overflow things like reliable buffers.
CUtlDict<float,int> m_RateLimitLastCommandTimes;
bool m_bEnterObserver; bool m_bReady; };
inline CHL2MP_Player *ToHL2MPPlayer( CBaseEntity *pEntity ) { if ( !pEntity || !pEntity->IsPlayer() ) return NULL;
return dynamic_cast<CHL2MP_Player*>( pEntity ); }
#endif //HL2MP_PLAYER_H
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