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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_player.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl1/hl1_player.h')
| -rw-r--r-- | game/server/hl1/hl1_player.h | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/game/server/hl1/hl1_player.h b/game/server/hl1/hl1_player.h new file mode 100644 index 0000000..03ddf9d --- /dev/null +++ b/game/server/hl1/hl1_player.h @@ -0,0 +1,167 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Player for HL1. +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef HL1_PLAYER_H +#define HL1_PLAYER_H +#pragma once + + +#include "player.h" + +extern int TrainSpeed(int iSpeed, int iMax); +extern void CopyToBodyQue( CBaseAnimating *pCorpse ); + +enum HL1PlayerPhysFlag_e +{ + // 1 -- 5 are used by enum PlayerPhysFlag_e in player.h + + PFLAG_ONBARNACLE = ( 1<<6 ) // player is hangning from the barnalce +}; + +class IPhysicsPlayerController; + + +//============================================================================= +//============================================================================= +class CSuitPowerDevice +{ +public: + CSuitPowerDevice( int bitsID, float flDrainRate ) { m_bitsDeviceID = bitsID; m_flDrainRate = flDrainRate; } +private: + int m_bitsDeviceID; // tells what the device is. DEVICE_SPRINT, DEVICE_FLASHLIGHT, etc. BITMASK!!!!! + float m_flDrainRate; // how quickly does this device deplete suit power? ( percent per second ) + +public: + int GetDeviceID( void ) const { return m_bitsDeviceID; } + float GetDeviceDrainRate( void ) const { return m_flDrainRate; } +}; + +//============================================================================= +// >> HL1_PLAYER +//============================================================================= +class CHL1_Player : public CBasePlayer +{ + DECLARE_CLASS( CHL1_Player, CBasePlayer ); + DECLARE_SERVERCLASS(); +public: + + DECLARE_DATADESC(); + + CHL1_Player(); + ~CHL1_Player( void ); + + static CHL1_Player *CreatePlayer( const char *className, edict_t *ed ) + { + CHL1_Player::s_PlayerEdict = ed; + return (CHL1_Player*)CreateEntityByName( className ); + } + + void CreateCorpse( void ) { CopyToBodyQue( this ); }; + + void Precache( void ); + void Spawn(void); + void Event_Killed( const CTakeDamageInfo &info ); + void CheatImpulseCommands( int iImpulse ); + void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper ); + void UpdateClientData( void ); + void OnSave( IEntitySaveUtils *pUtils ); + + void CheckTimeBasedDamage( void ); + + // from cbasecombatcharacter + void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity ); + + Class_T Classify ( void ); + Class_T m_nControlClass; // Class when player is controlling another entity + + // from CBasePlayer + void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize ); + + // Aiming heuristics accessors + float GetIdleTime( void ) const { return ( m_flIdleTime - m_flMoveTime ); } + float GetMoveTime( void ) const { return ( m_flMoveTime - m_flIdleTime ); } + float GetLastDamageTime( void ) const { return m_flLastDamageTime; } + bool IsDucking( void ) const { return !!( GetFlags() & FL_DUCKING ); } + + int OnTakeDamage( const CTakeDamageInfo &info ); + int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + void FindMissTargets( void ); + bool GetMissPosition( Vector *position ); + + void OnDamagedByExplosion( const CTakeDamageInfo &info ) { }; + void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject ); + + virtual void CreateViewModel( int index /*=0*/ ); + + virtual CBaseEntity *GiveNamedItem( const char *pszName, int iSubType = 0 ); + + virtual void OnRestore( void ); + + bool IsPullingObject() { return m_bIsPullingObject; } + void StartPullingObject( CBaseEntity *pObject ); + void StopPullingObject(); + void UpdatePullingObject(); + + +protected: + void PreThink( void ); + bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); + +private: + Vector m_vecMissPositions[16]; + int m_nNumMissPositions; + + // Aiming heuristics code + float m_flIdleTime; //Amount of time we've been motionless + float m_flMoveTime; //Amount of time we've been in motion + float m_flLastDamageTime; //Last time we took damage + float m_flTargetFindTime; + + EHANDLE m_hPullObject; + IPhysicsConstraint *m_pPullConstraint; + + +public: + + // Flashlight Device + int FlashlightIsOn( void ); + void FlashlightTurnOn( void ); + void FlashlightTurnOff( void ); + float m_flFlashLightTime; // Time until next battery draw/Recharge + CNetworkVar( int, m_nFlashBattery ); // Flashlight Battery Draw + + // For gauss weapon +// float m_flStartCharge; +// float m_flAmmoStartCharge; +// float m_flPlayAftershock; +// float m_flNextAmmoBurn; // while charging, when to absorb another unit of player's ammo? + + 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? + + CNetworkVar( bool, m_bHasLongJump ); + CNetworkVar( bool, m_bIsPullingObject ); +}; + + +//----------------------------------------------------------------------------- +// Converts an entity to a HL1 player +//----------------------------------------------------------------------------- +inline CHL1_Player *ToHL1Player( CBaseEntity *pEntity ) +{ + if ( !pEntity || !pEntity->IsPlayer() ) + return NULL; +#if _DEBUG + return dynamic_cast<CHL1_Player *>( pEntity ); +#else + return static_cast<CHL1_Player *>( pEntity ); +#endif +} + +#endif //HL1_PLAYER_H |