//========= Copyright 1996-2005, 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 ); 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( bool bCopyEntity); 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
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |