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Diffstat (limited to 'game/client/hl1/hl1_c_player.h')
| -rw-r--r-- | game/client/hl1/hl1_c_player.h | 50 |
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
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