mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef C_HL1_PLAYER_H
|
|
#define C_HL1_PLAYER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "c_baseplayer.h"
|
|
|
|
|
|
#define CHL1_Player C_HL1_Player
|
|
|
|
class C_HL1_Player : public C_BasePlayer
|
|
{
|
|
public:
|
|
DECLARE_CLASS( C_HL1_Player, C_BasePlayer );
|
|
DECLARE_CLIENTCLASS();
|
|
|
|
C_HL1_Player();
|
|
|
|
bool IsPullingObject() { return m_bIsPullingObject; }
|
|
|
|
CNetworkVar( bool, m_bHasLongJump );
|
|
CNetworkVar( int, m_nFlashBattery );
|
|
CNetworkVar( bool, m_bIsPullingObject );
|
|
|
|
CNetworkVar( float, m_flStartCharge );
|
|
CNetworkVar( float, m_flAmmoStartCharge );
|
|
CNetworkVar( float, m_flPlayAftershock );
|
|
CNetworkVar( float, m_flNextAmmoBurn ); // while charging, when to absorb another unit of player's ammo?
|
|
|
|
private:
|
|
C_HL1_Player( const C_HL1_Player & );
|
|
|
|
};
|
|
|
|
inline C_HL1_Player *ToHL1Player( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity || !pEntity->IsPlayer() )
|
|
return NULL;
|
|
|
|
return dynamic_cast<C_HL1_Player*>( pEntity );
|
|
}
|
|
|
|
#endif //C_HL1_PLAYER_H
|