Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_PLAYERCLASS_SHARED_H
#define TF_PLAYERCLASS_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#include "tf_classdata.h"
// Client specific.
#ifdef CLIENT_DLL
EXTERN_RECV_TABLE( DT_TFPlayerClassShared );
// Server specific.
#else
EXTERN_SEND_TABLE( DT_TFPlayerClassShared );
#endif
//-----------------------------------------------------------------------------
// TF Player Class Shared
//-----------------------------------------------------------------------------
class CTFPlayerClassShared
{
public:
CTFPlayerClassShared();
DECLARE_EMBEDDED_NETWORKVAR()
DECLARE_CLASS_NOBASE( CTFPlayerClassShared );
bool Init( int iClass );
bool IsClass( int iClass ) const { return ( m_iClass == iClass ); }
int GetClassIndex( void ) const { return m_iClass; }
void Reset( void );
#ifdef CLIENT_DLL
string_t GetClassIconName( void ) const { return MAKE_STRING( m_iszClassIcon ); }
bool HasCustomModel( void ) const { return m_iszCustomModel[0] != '\0'; }
#else
string_t GetClassIconName( void ) const { return m_iszClassIcon.Get(); }
void SetClassIconName( string_t iszClassIcon ) { m_iszClassIcon = iszClassIcon; }
bool HasCustomModel( void ) const { return (m_iszCustomModel.Get() != NULL_STRING); }
#endif
#ifndef CLIENT_DLL
#define USE_CLASS_ANIMATIONS true
void SetCustomModel( const char *pszModelName, bool isUsingClassAnimations = false );
void SetCustomModelOffset( Vector &vecOffset ) { m_vecCustomModelOffset = vecOffset; }
void SetCustomModelRotates( bool bRotates ) { m_bCustomModelRotates = bRotates; }
void SetCustomModelRotation( QAngle &vecOffset ) { m_angCustomModelRotation = vecOffset; m_bCustomModelRotationSet = true; }
void ClearCustomModelRotation( void ) { m_bCustomModelRotationSet = false; }
void SetCustomModelVisibleToSelf( bool bVisible ) { m_bCustomModelVisibleToSelf = bVisible; }
#endif
const char *GetName( void ) const { return GetPlayerClassData( m_iClass )->m_szClassName; }
const char *GetModelName( void ) const;
const char *GetHandModelName( int iHandIndex ) const;
float GetMaxSpeed( void ) { return GetPlayerClassData( m_iClass )->m_flMaxSpeed; }
int GetMaxHealth( void ) const { return GetPlayerClassData( m_iClass )->m_nMaxHealth; }
int GetMaxArmor( void ) const { return GetPlayerClassData( m_iClass )->m_nMaxArmor; }
Vector GetCustomModelOffset( void ) const { return m_vecCustomModelOffset.Get(); }
QAngle GetCustomModelRotation( void ) const { return m_angCustomModelRotation.Get(); }
bool CustomModelRotationSet( void ) { return m_bCustomModelRotationSet.Get(); }
bool CustomModelRotates( void ) const { return m_bCustomModelRotates.Get(); }
bool CustomModelIsVisibleToSelf( void ) const { return m_bCustomModelVisibleToSelf.Get(); }
bool CustomModelUsesClassAnimations( void ) const { return m_bUseClassAnimations.Get(); }
bool CustomModelHasChanged( void );
TFPlayerClassData_t *GetData( void ) const { return GetPlayerClassData( m_iClass ); }
// If needed, put this into playerclass scripts
bool CanBuildObject( int iObjectType );
protected:
CNetworkVar( int, m_iClass );
#ifdef CLIENT_DLL
char m_iszClassIcon[MAX_PATH];
char m_iszCustomModel[MAX_PATH];
#else
CNetworkVar( string_t, m_iszClassIcon );
CNetworkVar( string_t, m_iszCustomModel );
#endif
CNetworkVar( Vector, m_vecCustomModelOffset );
CNetworkVar( QAngle, m_angCustomModelRotation );
CNetworkVar( bool, m_bCustomModelRotates );
CNetworkVar( bool, m_bCustomModelRotationSet );
CNetworkVar( bool, m_bCustomModelVisibleToSelf );
CNetworkVar( bool, m_bUseClassAnimations );
CNetworkVar( int, m_iClassModelParity );
int m_iOldClassModelParity;
};
#endif // TF_PLAYERCLASS_SHARED_H