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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the client-side representation of CBaseCombatCharacter.
//
// $NoKeywords: $
//=============================================================================//
# ifndef C_BASECOMBATCHARACTER_H
# define C_BASECOMBATCHARACTER_H
# ifdef _WIN32
# pragma once
# endif
# include "shareddefs.h"
# include "c_baseflex.h"
# ifdef GLOWS_ENABLE
# include "glow_outline_effect.h"
# endif // GLOWS_ENABLE
class C_BaseCombatWeapon ;
class C_WeaponCombatShield ;
# define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
class C_BaseCombatCharacter : public C_BaseFlex
{
DECLARE_CLASS ( C_BaseCombatCharacter , C_BaseFlex ) ;
public :
DECLARE_CLIENTCLASS ( ) ;
DECLARE_PREDICTABLE ( ) ;
C_BaseCombatCharacter ( void ) ;
virtual ~ C_BaseCombatCharacter ( void ) ;
virtual void OnPreDataChanged ( DataUpdateType_t updateType ) ;
virtual void OnDataChanged ( DataUpdateType_t updateType ) ;
virtual bool IsBaseCombatCharacter ( void ) { return true ; } ;
virtual C_BaseCombatCharacter * MyCombatCharacterPointer ( void ) { return this ; }
// -----------------------
// Vision
// -----------------------
enum FieldOfViewCheckType { USE_FOV , DISREGARD_FOV } ;
bool IsAbleToSee ( const CBaseEntity * entity , FieldOfViewCheckType checkFOV ) ; // Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
bool IsAbleToSee ( C_BaseCombatCharacter * pBCC , FieldOfViewCheckType checkFOV ) ; // Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
virtual bool IsLookingTowards ( const CBaseEntity * target , float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const ; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
virtual bool IsLookingTowards ( const Vector & target , float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const ; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
virtual bool IsInFieldOfView ( CBaseEntity * entity ) const ; // Calls IsLookingAt with the current field of view.
virtual bool IsInFieldOfView ( const Vector & pos ) const ;
enum LineOfSightCheckType
{
IGNORE_NOTHING ,
IGNORE_ACTORS
} ;
virtual bool IsLineOfSightClear ( CBaseEntity * entity , LineOfSightCheckType checkType = IGNORE_NOTHING ) const ; // strictly LOS check with no other considerations
virtual bool IsLineOfSightClear ( const Vector & pos , LineOfSightCheckType checkType = IGNORE_NOTHING , CBaseEntity * entityToIgnore = NULL ) const ;
// -----------------------
// Ammo
// -----------------------
void RemoveAmmo ( int iCount , int iAmmoIndex ) ;
void RemoveAmmo ( int iCount , const char * szName ) ;
void RemoveAllAmmo ( ) ;
int GetAmmoCount ( int iAmmoIndex ) const ;
int GetAmmoCount ( char * szName ) const ;
C_BaseCombatWeapon * Weapon_OwnsThisType ( const char * pszWeapon , int iSubType = 0 ) const ; // True if already owns a weapon of this class
virtual bool Weapon_Switch ( C_BaseCombatWeapon * pWeapon , int viewmodelindex = 0 ) ;
virtual bool Weapon_CanSwitchTo ( C_BaseCombatWeapon * pWeapon ) ;
// I can't use my current weapon anymore. Switch me to the next best weapon.
bool SwitchToNextBestWeapon ( C_BaseCombatWeapon * pCurrent ) ;
virtual C_BaseCombatWeapon * GetActiveWeapon ( void ) const ;
int WeaponCount ( ) const ;
C_BaseCombatWeapon * GetWeapon ( int i ) const ;
// This is a sort of hack back-door only used by physgun!
void SetAmmoCount ( int iCount , int iAmmoIndex ) ;
float GetNextAttack ( ) const { return m_flNextAttack ; }
void SetNextAttack ( float flWait ) { m_flNextAttack = flWait ; }
virtual int BloodColor ( ) ;
// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
void SetBloodColor ( int nBloodColor ) ;
virtual void DoMuzzleFlash ( ) ;
# ifdef GLOWS_ENABLE
CGlowObject * GetGlowObject ( void ) { return m_pGlowEffect ; }
virtual void GetGlowEffectColor ( float * r , float * g , float * b ) ;
# endif // GLOWS_ENABLE
public :
float m_flNextAttack ;
protected :
# ifdef GLOWS_ENABLE
virtual void UpdateGlowEffect ( void ) ;
virtual void DestroyGlowEffect ( void ) ;
# endif // GLOWS_ENABLE
int m_bloodColor ; // color of blood particless
private :
bool ComputeLOS ( const Vector & vecEyePosition , const Vector & vecTarget ) const ;
CNetworkArray ( int , m_iAmmo , MAX_AMMO_TYPES ) ;
CHandle < C_BaseCombatWeapon > m_hMyWeapons [ MAX_WEAPONS ] ;
CHandle < C_BaseCombatWeapon > m_hActiveWeapon ;
# ifdef GLOWS_ENABLE
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bool m_bGlowEnabled ;
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bool m_bOldGlowEnabled ;
CGlowObject * m_pGlowEffect ;
# endif // GLOWS_ENABLE
private :
C_BaseCombatCharacter ( const C_BaseCombatCharacter & ) ; // not defined, not accessible
//-----------------------
# ifdef INVASION_CLIENT_DLL
public :
virtual void Release ( void ) ;
virtual void SetDormant ( bool bDormant ) ;
virtual void OnPreDataChanged ( DataUpdateType_t updateType ) ;
virtual void OnDataChanged ( DataUpdateType_t updateType ) ;
virtual void ClientThink ( void ) ;
// TF2 Powerups
virtual bool CanBePoweredUp ( void ) { return true ; }
bool HasPowerup ( int iPowerup ) { return ( m_iPowerups & ( 1 < < iPowerup ) ) ! = 0 ; } ;
virtual void PowerupStart ( int iPowerup , bool bInitial ) ;
virtual void PowerupEnd ( int iPowerup ) ;
void RemoveAllPowerups ( void ) ;
// Powerup effects
void AddEMPEffect ( float flSize ) ;
void AddBuffEffect ( float flSize ) ;
C_WeaponCombatShield * GetShield ( void ) ;
public :
int m_iPowerups ;
int m_iPrevPowerups ;
# endif
} ;
inline C_BaseCombatCharacter * ToBaseCombatCharacter ( C_BaseEntity * pEntity )
{
if ( ! pEntity | | ! pEntity - > IsBaseCombatCharacter ( ) )
return NULL ;
# if _DEBUG
return dynamic_cast < C_BaseCombatCharacter * > ( pEntity ) ;
# else
return static_cast < C_BaseCombatCharacter * > ( pEntity ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline int C_BaseCombatCharacter : : WeaponCount ( ) const
{
return MAX_WEAPONS ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : i -
//-----------------------------------------------------------------------------
inline C_BaseCombatWeapon * C_BaseCombatCharacter : : GetWeapon ( int i ) const
{
Assert ( ( i > = 0 ) & & ( i < MAX_WEAPONS ) ) ;
return m_hMyWeapons [ i ] . Get ( ) ;
}
EXTERN_RECV_TABLE ( DT_BaseCombatCharacter ) ;
# endif // C_BASECOMBATCHARACTER_H