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167 lines
5.1 KiB
167 lines
5.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL1.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL1_PLAYER_H
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#define HL1_PLAYER_H
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#pragma once
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#include "player.h"
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extern int TrainSpeed(int iSpeed, int iMax);
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extern void CopyToBodyQue( CBaseAnimating *pCorpse );
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enum HL1PlayerPhysFlag_e
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{
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// 1 -- 5 are used by enum PlayerPhysFlag_e in player.h
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PFLAG_ONBARNACLE = ( 1<<6 ) // player is hangning from the barnalce
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};
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class IPhysicsPlayerController;
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//=============================================================================
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//=============================================================================
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class CSuitPowerDevice
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{
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public:
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CSuitPowerDevice( int bitsID, float flDrainRate ) { m_bitsDeviceID = bitsID; m_flDrainRate = flDrainRate; }
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private:
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int m_bitsDeviceID; // tells what the device is. DEVICE_SPRINT, DEVICE_FLASHLIGHT, etc. BITMASK!!!!!
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float m_flDrainRate; // how quickly does this device deplete suit power? ( percent per second )
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public:
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int GetDeviceID( void ) const { return m_bitsDeviceID; }
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float GetDeviceDrainRate( void ) const { return m_flDrainRate; }
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};
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//=============================================================================
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// >> HL1_PLAYER
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//=============================================================================
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class CHL1_Player : public CBasePlayer
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{
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DECLARE_CLASS( CHL1_Player, CBasePlayer );
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DECLARE_SERVERCLASS();
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public:
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DECLARE_DATADESC();
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CHL1_Player();
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~CHL1_Player( void );
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static CHL1_Player *CreatePlayer( const char *className, edict_t *ed )
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{
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CHL1_Player::s_PlayerEdict = ed;
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return (CHL1_Player*)CreateEntityByName( className );
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}
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void CreateCorpse( void ) { CopyToBodyQue( this ); };
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void Precache( void );
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void Spawn(void);
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void Event_Killed( const CTakeDamageInfo &info );
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void CheatImpulseCommands( int iImpulse );
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void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper );
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void UpdateClientData( void );
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void OnSave( IEntitySaveUtils *pUtils );
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void CheckTimeBasedDamage( void );
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// from cbasecombatcharacter
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void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity );
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Class_T Classify ( void );
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Class_T m_nControlClass; // Class when player is controlling another entity
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// from CBasePlayer
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void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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// Aiming heuristics accessors
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float GetIdleTime( void ) const { return ( m_flIdleTime - m_flMoveTime ); }
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float GetMoveTime( void ) const { return ( m_flMoveTime - m_flIdleTime ); }
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float GetLastDamageTime( void ) const { return m_flLastDamageTime; }
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bool IsDucking( void ) const { return !!( GetFlags() & FL_DUCKING ); }
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int OnTakeDamage( const CTakeDamageInfo &info );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void FindMissTargets( void );
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bool GetMissPosition( Vector *position );
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void OnDamagedByExplosion( const CTakeDamageInfo &info ) { };
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void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject );
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virtual void CreateViewModel( int index /*=0*/ );
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virtual CBaseEntity *GiveNamedItem( const char *pszName, int iSubType = 0 );
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virtual void OnRestore( void );
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bool IsPullingObject() { return m_bIsPullingObject; }
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void StartPullingObject( CBaseEntity *pObject );
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void StopPullingObject();
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void UpdatePullingObject();
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protected:
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void PreThink( void );
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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private:
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Vector m_vecMissPositions[16];
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int m_nNumMissPositions;
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// Aiming heuristics code
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float m_flIdleTime; //Amount of time we've been motionless
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float m_flMoveTime; //Amount of time we've been in motion
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float m_flLastDamageTime; //Last time we took damage
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float m_flTargetFindTime;
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EHANDLE m_hPullObject;
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IPhysicsConstraint *m_pPullConstraint;
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public:
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// Flashlight Device
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int FlashlightIsOn( void );
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void FlashlightTurnOn( void );
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void FlashlightTurnOff( void );
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float m_flFlashLightTime; // Time until next battery draw/Recharge
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CNetworkVar( int, m_nFlashBattery ); // Flashlight Battery Draw
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// For gauss weapon
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// float m_flStartCharge;
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// float m_flAmmoStartCharge;
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// float m_flPlayAftershock;
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// float m_flNextAmmoBurn; // while charging, when to absorb another unit of player's ammo?
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CNetworkVar( float, m_flStartCharge );
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CNetworkVar( float, m_flAmmoStartCharge );
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CNetworkVar( float, m_flPlayAftershock );
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CNetworkVar( float, m_flNextAmmoBurn ); // while charging, when to absorb another unit of player's ammo?
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CNetworkVar( bool, m_bHasLongJump );
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CNetworkVar( bool, m_bIsPullingObject );
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};
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//-----------------------------------------------------------------------------
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// Converts an entity to a HL1 player
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//-----------------------------------------------------------------------------
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inline CHL1_Player *ToHL1Player( CBaseEntity *pEntity )
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{
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if ( !pEntity || !pEntity->IsPlayer() )
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return NULL;
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#if _DEBUG
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return dynamic_cast<CHL1_Player *>( pEntity );
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#else
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return static_cast<CHL1_Player *>( pEntity );
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#endif
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}
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#endif //HL1_PLAYER_H
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