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upload "kind" alien swarm
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@@ -1,15 +1,13 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ====
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//
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// Purpose: Player for HL2.
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//
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// $NoKeywords: $
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//=============================================================================//
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//=============================================================================
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#ifndef HL2_PLAYER_H
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#define HL2_PLAYER_H
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#pragma once
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#include "player.h"
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#include "hl2_playerlocaldata.h"
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#include "simtimer.h"
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@@ -27,11 +25,11 @@ enum HL2PlayerPhysFlag_e
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{
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// 1 -- 5 are used by enum PlayerPhysFlag_e in player.h
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PFLAG_ONBARNACLE = ( 1<<6 ) // player is hangning from the barnalce
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PFLAG_ONBARNACLE = ( 1<<6 ), // player is hangning from the barnalce
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PFLAG_IMMOBILIZED = ( 1<<7 ) // player is immobilized
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};
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class IPhysicsPlayerController;
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class CLogicPlayerProxy;
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struct commandgoal_t
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{
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@@ -122,6 +120,8 @@ public:
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Class_T Classify ( void );
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void CreateSounds( void );
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// from CBasePlayer
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virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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@@ -178,6 +178,8 @@ public:
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bool IsZooming( void );
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void CheckSuitZoom( void );
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// Walking
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void StartWalking( void );
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void StopWalking( void );
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@@ -220,15 +222,11 @@ public:
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virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
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virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
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void FirePlayerProxyOutput( const char *pszOutputName, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller );
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CLogicPlayerProxy *GetPlayerProxy( void );
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// Flashlight Device
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void CheckFlashlight( void );
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int FlashlightIsOn( void );
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void FlashlightTurnOn( void );
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void FlashlightTurnOff( void );
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virtual bool FlashlightTurnOn( bool playSound = false );
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virtual void FlashlightTurnOff( bool playSound = false );
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bool IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot );
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void SetFlashlightPowerDrainScale( float flScale ) { m_flFlashlightPowerDrainScale = flScale; }
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@@ -242,7 +240,7 @@ public:
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virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis );
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virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject );
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virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & PFLAG_ONBARNACLE) > 0; }
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virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & ( PFLAG_ONBARNACLE | PFLAG_IMMOBILIZED ) ) > 0; }
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void InputForceDropPhysObjects( inputdata_t &data );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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@@ -259,6 +257,9 @@ public:
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virtual void RemoveSuit( void );
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void HandleAdmireGlovesAnimation( void );
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void StartAdmireGlovesAnimation( void );
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virtual void SetActiveSpecialSuitAbility( CBaseCombatWeapon *pAbility );
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virtual CBaseCombatWeapon *GetActiveSpecialSuitAbility( void ) const;
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void HandleSpeedChanges( void );
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@@ -292,6 +293,7 @@ protected:
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virtual void UpdateWeaponPosture( void );
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virtual void ItemPostFrame();
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virtual void SpecialSuitAbilityPostFrame();
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virtual void PlayUseDenySound();
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private:
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@@ -300,9 +302,6 @@ private:
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void OnSquadMemberKilled( inputdata_t &data );
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Class_T m_nControlClass; // Class when player is controlling another entity
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// This player's HL2 specific data that should only be replicated to
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// the player and not to other players.
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CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local );
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float m_flTimeAllSuitDevicesOff;
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@@ -314,10 +313,16 @@ private:
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CNetworkVarForDerived( bool, m_fIsWalking );
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protected: // Jeep: Portal_Player needs access to this variable to overload PlayerUse for picking up objects through portals
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// This player's HL2 specific data that should only be replicated to
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// the player and not to other players.
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CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local );
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bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code...
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private:
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CAI_Squad * m_pPlayerAISquad;
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CSimpleSimTimer m_CommanderUpdateTimer;
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float m_RealTimeLastSquadCommand;
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@@ -336,14 +341,17 @@ private:
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float m_flNextFlashlightCheckTime;
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float m_flFlashlightPowerDrainScale;
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bool m_bAlt1ToggledOn;
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bool m_bAlt1ToggledNotReady;
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CHandle<CBaseCombatWeapon> m_hActiveSpecialSuitAbility;
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// Aiming heuristics code
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float m_flIdleTime; //Amount of time we've been motionless
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float m_flMoveTime; //Amount of time we've been in motion
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float m_flLastDamageTime; //Last time we took damage
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float m_flTargetFindTime;
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EHANDLE m_hPlayerProxy;
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bool m_bFlashlightDisabled;
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bool m_bUseCappedPhysicsDamageTable;
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