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//========= 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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