mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
136 lines
3.0 KiB
C++
136 lines
3.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Shared Player Variables / Functions and variables that may or may not be networked
|
|
//
|
|
//===========================================================================================//
|
|
|
|
#ifndef SDK_PLAYER_SHARED_H
|
|
#define SDK_PLAYER_SHARED_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "networkvar.h"
|
|
#include "weapon_sdkbase.h"
|
|
|
|
#ifdef CLIENT_DLL
|
|
class C_SDKPlayer;
|
|
#else
|
|
class CSDKPlayer;
|
|
#endif
|
|
|
|
class CSDKPlayerShared
|
|
{
|
|
public:
|
|
|
|
#ifdef CLIENT_DLL
|
|
friend class C_SDKPlayer;
|
|
typedef C_SDKPlayer OuterClass;
|
|
DECLARE_PREDICTABLE();
|
|
#else
|
|
friend class CSDKPlayer;
|
|
typedef CSDKPlayer OuterClass;
|
|
#endif
|
|
|
|
DECLARE_EMBEDDED_NETWORKVAR()
|
|
DECLARE_CLASS_NOBASE( CSDKPlayerShared );
|
|
|
|
CSDKPlayerShared();
|
|
~CSDKPlayerShared();
|
|
|
|
#if defined ( SDK_USE_STAMINA ) || defined ( SDK_USE_SPRINTING )
|
|
void SetStamina( float stamina );
|
|
float GetStamina( void ) { return m_flStamina; }
|
|
#endif // SDK_USE_STAMINA || SDK_USE_SPRINTING
|
|
|
|
void Init( OuterClass *pOuter );
|
|
|
|
bool IsSniperZoomed( void ) const;
|
|
bool IsDucking( void ) const;
|
|
|
|
#if defined ( SDK_USE_PLAYERCLASSES )
|
|
void SetDesiredPlayerClass( int playerclass );
|
|
int DesiredPlayerClass( void );
|
|
|
|
void SetPlayerClass( int playerclass );
|
|
int PlayerClass( void );
|
|
#endif
|
|
|
|
CWeaponSDKBase* GetActiveSDKWeapon() const;
|
|
|
|
#if defined ( SDK_USE_PRONE )
|
|
void StartGoingProne( void );
|
|
void StandUpFromProne( void );
|
|
bool IsProne() const;
|
|
bool IsGettingUpFromProne() const;
|
|
bool IsGoingProne() const;
|
|
void SetProne( bool bProne, bool bNoAnimation = false );
|
|
bool CanChangePosition( void );
|
|
#endif
|
|
|
|
bool IsJumping( void ) { return m_bJumping; }
|
|
void SetJumping( bool bJumping );
|
|
|
|
void ForceUnzoom( void );
|
|
|
|
#ifdef SDK_USE_SPRINTING
|
|
bool IsSprinting( void ) { return m_bIsSprinting; }
|
|
|
|
void SetSprinting( bool bSprinting );
|
|
void StartSprinting( void );
|
|
void StopSprinting( void );
|
|
|
|
void ResetSprintPenalty( void );
|
|
#endif
|
|
|
|
void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
|
|
|
|
private:
|
|
|
|
#if defined ( SDK_USE_PRONE )
|
|
CNetworkVar( bool, m_bProne );
|
|
#endif
|
|
|
|
#if defined ( SDK_USE_PLAYERCLASSES )
|
|
CNetworkVar( int, m_iPlayerClass );
|
|
CNetworkVar( int, m_iDesiredPlayerClass );
|
|
#endif
|
|
|
|
|
|
#if defined ( SDK_USE_SPRINTING )
|
|
CNetworkVar( bool, m_bIsSprinting );
|
|
bool m_bGaveSprintPenalty;
|
|
#endif
|
|
|
|
#if defined ( SDK_USE_STAMINA ) || defined ( SDK_USE_SPRINTING )
|
|
CNetworkVar( float, m_flStamina );
|
|
#endif // SDK_USE_STAMINA || SDK_USE_SPRINTING
|
|
|
|
public:
|
|
|
|
#ifdef SDK_USE_PRONE
|
|
float m_flNextProneCheck; // Prevent it switching their prone state constantly.
|
|
|
|
CNetworkVar( float, m_flUnProneTime );
|
|
CNetworkVar( float, m_flGoProneTime );
|
|
CNetworkVar( bool, m_bForceProneChange );
|
|
#endif
|
|
|
|
bool m_bJumping;
|
|
|
|
float m_flLastViewAnimationTime;
|
|
|
|
//Tony; player speeds; at spawn server and client update both of these based on class (if any)
|
|
float m_flRunSpeed;
|
|
float m_flSprintSpeed;
|
|
float m_flProneSpeed;
|
|
|
|
private:
|
|
|
|
OuterClass *m_pOuter;
|
|
};
|
|
|
|
|
|
|
|
|
|
#endif //SDK_PLAYER_SHARED_H
|