diff options
| 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/sdk/sdk_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/sdk/sdk_player.h')
| -rw-r--r-- | game/server/sdk/sdk_player.h | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/game/server/sdk/sdk_player.h b/game/server/sdk/sdk_player.h new file mode 100644 index 0000000..cb93a03 --- /dev/null +++ b/game/server/sdk/sdk_player.h @@ -0,0 +1,101 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Player for SDK Game +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef SDK_PLAYER_H +#define SDK_PLAYER_H +#pragma once + + +#include "player.h" +#include "server_class.h" +#include "sdk_playeranimstate.h" +#include "sdk_shareddefs.h" + + +//============================================================================= +// >> SDK Game player +//============================================================================= +class CSDKPlayer : public CBasePlayer, public ISDKPlayerAnimStateHelpers +{ +public: + DECLARE_CLASS( CSDKPlayer, CBasePlayer ); + DECLARE_SERVERCLASS(); + DECLARE_PREDICTABLE(); + DECLARE_DATADESC(); + + CSDKPlayer(); + ~CSDKPlayer(); + + static CSDKPlayer *CreatePlayer( const char *className, edict_t *ed ); + static CSDKPlayer* Instance( int iEnt ); + + // This passes the event to the client's and server's CPlayerAnimState. + void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ); + + virtual void FlashlightTurnOn( void ); + virtual void FlashlightTurnOff( void ); + virtual int FlashlightIsOn( void ); + + virtual void PreThink(); + virtual void PostThink(); + virtual void Spawn(); + virtual void InitialSpawn(); + virtual void Precache(); + virtual void Event_Killed( const CTakeDamageInfo &info ); + virtual void LeaveVehicle( const Vector &vecExitPoint, const QAngle &vecExitAngles ); + + CWeaponSDKBase* GetActiveSDKWeapon() const; + virtual void CreateViewModel( int viewmodelindex = 0 ); + + virtual void CheatImpulseCommands( int iImpulse ); + + CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations. + CNetworkQAngle( m_angEyeAngles ); // Copied from EyeAngles() so we can send it to the client. + CNetworkVar( int, m_iShotsFired ); // number of shots fired recently + + // Tracks our ragdoll entity. + CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle + +// In shared code. +public: + // ISDKPlayerAnimState overrides. + virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon(); + virtual bool SDKAnim_CanMove(); + + + void FireBullet( + Vector vecSrc, + const QAngle &shootAngles, + float vecSpread, + int iDamage, + int iBulletType, + CBaseEntity *pevAttacker, + bool bDoEffects, + float x, + float y ); + +private: + + void CreateRagdollEntity(); + + ISDKPlayerAnimState *m_PlayerAnimState; +}; + + +inline CSDKPlayer *ToSDKPlayer( CBaseEntity *pEntity ) +{ + if ( !pEntity || !pEntity->IsPlayer() ) + return NULL; + +#ifdef _DEBUG + Assert( dynamic_cast<CSDKPlayer*>( pEntity ) != 0 ); +#endif + return static_cast< CSDKPlayer* >( pEntity ); +} + + +#endif // SDK_PLAYER_H |