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diff --git a/game/client/iclientvehicle.h b/game/client/iclientvehicle.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#ifndef ICLIENTVEHICLE_H
+#define ICLIENTVEHICLE_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "IVehicle.h"
+
+class C_BasePlayer;
+class Vector;
+class QAngle;
+class C_BaseEntity;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: All client vehicles must implement this interface.
+//-----------------------------------------------------------------------------
+abstract_class IClientVehicle : public IVehicle
+{
+public:
+ // When a player is in a vehicle, here's where the camera will be
+ virtual void GetVehicleFOV( float &flFOV ) = 0;
+
+ // Allows the vehicle to restrict view angles, blend, etc.
+ virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd ) = 0;
+
+ // Hud redraw...
+ virtual void DrawHudElements() = 0;
+
+ // Is this predicted?
+ virtual bool IsPredicted() const = 0;
+
+ // Get the entity associated with the vehicle.
+ virtual C_BaseEntity *GetVehicleEnt() = 0;
+
+ // Allows the vehicle to change the near clip plane
+ virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const = 0;
+
+ // Allows vehicles to choose their own curves for players using joysticks
+ virtual int GetJoystickResponseCurve() const = 0;
+
+#ifdef HL2_CLIENT_DLL
+ // Ammo in the vehicles
+ virtual int GetPrimaryAmmoType() const = 0;
+ virtual int GetPrimaryAmmoClip() const = 0;
+ virtual bool PrimaryAmmoUsesClips() const = 0;
+ virtual int GetPrimaryAmmoCount() const = 0;
+#endif
+};
+
+
+#endif // ICLIENTVEHICLE_H