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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef IVEHICLE_H
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#define IVEHICLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseplayer_shared.h"
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class CUserCmd;
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class IMoveHelper;
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class CMoveData;
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class CBaseCombatCharacter;
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// This is used by the player to access vehicles. It's an interface so the
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// vehicles are not restricted in what they can derive from.
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abstract_class IVehicle
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{
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public:
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// Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers
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virtual CBaseCombatCharacter* GetPassenger( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
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virtual int GetPassengerRole( CBaseCombatCharacter *pPassenger ) = 0;
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// Where is the passenger seeing from?
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virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL ) = 0;
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// Does the player use his normal weapons while in this mode?
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virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
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// Process movement
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0;
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) = 0;
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) = 0;
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// Process input
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virtual void ItemPostFrame( CBasePlayer *pPlayer ) = 0;
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};
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#endif // IVEHICLE_H
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