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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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//=============================================================================//
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#ifndef C_SDK_PLAYER_H
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#define C_SDK_PLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "sdk_playeranimstate.h"
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#include "c_baseplayer.h"
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#include "sdk_shareddefs.h"
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#include "baseparticleentity.h"
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class C_SDKPlayer : public C_BasePlayer, public ISDKPlayerAnimStateHelpers
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{
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public:
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DECLARE_CLASS( C_SDKPlayer, C_BasePlayer );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_SDKPlayer();
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~C_SDKPlayer();
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static C_SDKPlayer* GetLocalSDKPlayer();
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virtual const QAngle& GetRenderAngles();
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virtual void UpdateClientSideAnimation();
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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// Called by shared code.
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public:
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// ISDKPlayerAnimState overrides.
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virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon();
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virtual bool SDKAnim_CanMove();
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void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
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bool ShouldDraw();
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ISDKPlayerAnimState *m_PlayerAnimState;
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QAngle m_angEyeAngles;
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CInterpolatedVar< QAngle > m_iv_angEyeAngles;
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CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations.
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CNetworkVar( int, m_iShotsFired ); // number of shots fired recently
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EHANDLE m_hRagdoll;
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CWeaponSDKBase *GetActiveSDKWeapon() const;
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C_BaseAnimating *BecomeRagdollOnClient();
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IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const;
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void FireBullet(
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Vector vecSrc,
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const QAngle &shootAngles,
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float vecSpread,
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int iDamage,
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int iBulletType,
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CBaseEntity *pevAttacker,
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bool bDoEffects,
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float x,
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float y );
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private:
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C_SDKPlayer( const C_SDKPlayer & );
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};
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inline C_SDKPlayer* ToSDKPlayer( CBaseEntity *pPlayer )
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{
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Assert( dynamic_cast< C_SDKPlayer* >( pPlayer ) != NULL );
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return static_cast< C_SDKPlayer* >( pPlayer );
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}
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#endif // C_SDK_PLAYER_H
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