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https://github.com/nillerusr/source-engine.git
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116 lines
3.8 KiB
C++
116 lines
3.8 KiB
C++
//========= 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 IMOVEHELPER_H
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#define IMOVEHELPER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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enum PLAYER_ANIM;
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class IPhysicsSurfaceProps;
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class Vector;
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struct model_t;
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struct cmodel_t;
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struct vcollide_t;
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class CGameTrace;
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enum soundlevel_t;
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//-----------------------------------------------------------------------------
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// Purpose: Identifies how submerged in water a player is.
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//-----------------------------------------------------------------------------
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enum
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{
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WL_NotInWater=0,
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WL_Feet,
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WL_Waist,
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WL_Eyes
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};
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//-----------------------------------------------------------------------------
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// An entity identifier that works in both game + client dlls
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//-----------------------------------------------------------------------------
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typedef CBaseHandle EntityHandle_t;
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#define INVALID_ENTITY_HANDLE INVALID_EHANDLE_INDEX
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//-----------------------------------------------------------------------------
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// Functions the engine provides to IGameMovement to assist in its movement.
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//-----------------------------------------------------------------------------
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abstract_class IMoveHelper
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{
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public:
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// Call this to set the singleton
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static IMoveHelper* GetSingleton( ) { return sm_pSingleton; }
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// Methods associated with a particular entity
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virtual char const* GetName( EntityHandle_t handle ) const = 0;
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// Adds the trace result to touch list, if contact is not already in list.
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virtual void ResetTouchList( void ) = 0;
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virtual bool AddToTouched( const CGameTrace& tr, const Vector& impactvelocity ) = 0;
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virtual void ProcessImpacts( void ) = 0;
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// Numbered line printf
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virtual void Con_NPrintf( int idx, PRINTF_FORMAT_STRING char const* fmt, ... ) = 0;
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// These have separate server vs client impementations
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virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch ) = 0;
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virtual void StartSound( const Vector& origin, const char *soundname ) = 0;
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virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ) = 0;
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// Apply falling damage to m_pHostPlayer based on m_pHostPlayer->m_flFallVelocity.
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virtual bool PlayerFallingDamage( void ) = 0;
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// Apply falling damage to m_pHostPlayer based on m_pHostPlayer->m_flFallVelocity.
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virtual void PlayerSetAnimation( PLAYER_ANIM playerAnim ) = 0;
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virtual IPhysicsSurfaceProps *GetSurfaceProps( void ) = 0;
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virtual bool IsWorldEntity( const CBaseHandle &handle ) = 0;
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protected:
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// Inherited classes can call this to set the singleton
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static void SetSingleton( IMoveHelper* pMoveHelper ) { sm_pSingleton = pMoveHelper; }
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// Clients shouldn't call delete directly
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virtual ~IMoveHelper() {}
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// The global instance
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static IMoveHelper* sm_pSingleton;
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};
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//-----------------------------------------------------------------------------
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// Add this to the CPP file that implements the IMoveHelper
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//-----------------------------------------------------------------------------
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#define IMPLEMENT_MOVEHELPER() \
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IMoveHelper* IMoveHelper::sm_pSingleton = 0
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//-----------------------------------------------------------------------------
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// Call this to set the singleton
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//-----------------------------------------------------------------------------
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inline IMoveHelper* MoveHelper( )
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{
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return IMoveHelper::GetSingleton();
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}
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#endif // IMOVEHELPER_H
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