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Diffstat (limited to 'game/client/hl1/hl1_c_player.h')
-rw-r--r--game/client/hl1/hl1_c_player.h50
1 files changed, 50 insertions, 0 deletions
diff --git a/game/client/hl1/hl1_c_player.h b/game/client/hl1/hl1_c_player.h
new file mode 100644
index 0000000..e94cbea
--- /dev/null
+++ b/game/client/hl1/hl1_c_player.h
@@ -0,0 +1,50 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef C_HL1_PLAYER_H
+#define C_HL1_PLAYER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "c_baseplayer.h"
+
+
+#define CHL1_Player C_HL1_Player
+
+class C_HL1_Player : public C_BasePlayer
+{
+public:
+ DECLARE_CLASS( C_HL1_Player, C_BasePlayer );
+ DECLARE_CLIENTCLASS();
+
+ C_HL1_Player();
+
+ bool IsPullingObject() { return m_bIsPullingObject; }
+
+ CNetworkVar( bool, m_bHasLongJump );
+ CNetworkVar( int, m_nFlashBattery );
+ CNetworkVar( bool, m_bIsPullingObject );
+
+ 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?
+
+private:
+ C_HL1_Player( const C_HL1_Player & );
+
+};
+
+inline C_HL1_Player *ToHL1Player( CBaseEntity *pEntity )
+{
+ if ( !pEntity || !pEntity->IsPlayer() )
+ return NULL;
+
+ return dynamic_cast<C_HL1_Player*>( pEntity );
+}
+
+#endif //C_HL1_PLAYER_H \ No newline at end of file