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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( C_BASEHLPLAYER_H )
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#define C_BASEHLPLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseplayer.h"
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#include "c_hl2_playerlocaldata.h"
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class C_BaseHLPlayer : public C_BasePlayer
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{
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public:
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DECLARE_CLASS( C_BaseHLPlayer, C_BasePlayer );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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C_BaseHLPlayer();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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void Weapon_DropPrimary( void );
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float GetFOV();
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void Zoom( float FOVOffset, float time );
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float GetZoom( void );
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bool IsZoomed( void ) { return m_HL2Local.m_bZooming; }
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bool IsSprinting( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_SPRINT; }
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bool IsFlashlightActive( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_FLASHLIGHT; }
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bool IsBreatherActive( void ) { return m_HL2Local.m_bitsActiveDevices & bits_SUIT_DEVICE_BREATHER; }
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virtual int DrawModel( int flags );
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virtual void BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
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LadderMove_t *GetLadderMove() { return &m_HL2Local.m_LadderMove; }
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virtual void ExitLadder();
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bool IsSprinting() const { return m_fIsSprinting; }
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// Input handling
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
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void PerformClientSideObstacleAvoidance( float flFrameTime, CUserCmd *pCmd );
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void PerformClientSideNPCSpeedModifiers( float flFrameTime, CUserCmd *pCmd );
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bool IsWeaponLowered( void ) { return m_HL2Local.m_bWeaponLowered; }
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public:
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C_HL2PlayerLocalData m_HL2Local;
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EHANDLE m_hClosestNPC;
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float m_flSpeedModTime;
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bool m_fIsSprinting;
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private:
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C_BaseHLPlayer( const C_BaseHLPlayer & ); // not defined, not accessible
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bool TestMove( const Vector &pos, float fVertDist, float radius, const Vector &objPos, const Vector &objDir );
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float m_flZoomStart;
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float m_flZoomEnd;
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float m_flZoomRate;
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float m_flZoomStartTime;
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bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code...
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float m_flSpeedMod;
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float m_flExitSpeedMod;
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friend class CHL2GameMovement;
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};
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#endif
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