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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/tf_gamemovement_recon.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Auto Repair
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_GAMEMOVEMENT_RECON_H
+#define TF_GAMEMOVEMENT_RECON_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_gamemovement.h"
+#include "tfclassdata_shared.h"
+
+class CTFMoveData;
+
+//=============================================================================
+//
+// Recon Game Movement Class
+//
+class CTFGameMovementRecon : public CTFGameMovement
+{
+
+ DECLARE_CLASS( CTFGameMovementRecon, CTFGameMovement );
+
+public:
+
+ CTFGameMovementRecon();
+
+ // Interface Implementation
+// virtual void ProcessMovement( CTFMoveData *pTFMoveData );
+ virtual void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData );
+ virtual const Vector &GetPlayerMins( bool bDucked ) const;
+ virtual const Vector &GetPlayerMaxs( bool bDucked ) const;
+ virtual const Vector &GetPlayerViewOffset( bool bDucked ) const;
+
+ // Purpose:
+ virtual void AirMove();
+
+protected:
+ virtual void PostPlayerMove( void );
+
+ void UpdateTimers( void );
+
+ // Purpose: Check the jump button to make various jumps
+ bool CheckJumpButton();
+
+ // Check various jump types
+ bool CheckWaterJump();
+ bool CheckWallJump(CTFMoveData *pTFMove);
+ bool CheckBackJump( bool bWasInAir );
+ bool CheckStrafeJump( bool bWasInAir );
+ bool CheckForwardJump( bool bWasInAir );
+
+ // Resets the impact time
+ void ResetWallImpact(CTFMoveData *pTFMove);
+
+ // Implement this if you want to know when the player collides during OnPlayerMove
+ virtual void OnTryPlayerMoveCollision( trace_t &tr );
+
+ PlayerClassReconData_t *m_pReconData;
+ Vector m_vStandMins;
+ Vector m_vStandMaxs;
+ Vector m_vStandViewOffset;
+ Vector m_vDuckMins;
+ Vector m_vDuckMaxs;
+ Vector m_vDuckViewOffset;
+ bool m_bPerformingAirMove;
+};
+
+#endif // TF_GAMEMOVEMENT_RECON_H