blob: 5ada43f0feb64f665b68297f0de0d5d18ebc8753 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef HL1MP_PLAYER_H
#define HL1MP_PLAYER_H
#pragma once
#include "cbase.h"
#include "hl1_player_shared.h"
#include "hl1_player.h"
#include "takedamageinfo.h"
class CHL1MP_Player;
//=============================================================================
// >> HL1MP_Player
//=============================================================================
class CHL1MP_Player : public CHL1_Player
{
public:
DECLARE_CLASS( CHL1MP_Player, CHL1_Player );
DECLARE_SERVERCLASS();
CHL1MP_Player();
~CHL1MP_Player( void );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void Spawn( void );
virtual void PostThink( void );
virtual void SetAnimation( PLAYER_ANIM playerAnim );
void GiveDefaultItems( void );
void CreateRagdollEntity( void );
void UpdateOnRemove( void );
virtual bool BecomeRagdollOnClient( const Vector &force ) { return true; };
virtual void CreateCorpse( void );
virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
virtual void ChangeTeam( int iTeamNum ) OVERRIDE;
void SetPlayerTeamModel( void );
float GetNextModelChangeTime( void ) { return m_flNextModelChangeTime; }
float GetNextTeamChangeTime( void ) { return m_flNextTeamChangeTime; }
void SetPlayerModel( void );
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
virtual bool StartObserverMode (int mode)
{
if ( !IsHLTV() )
return false;
return BaseClass::StartObserverMode( mode );
}
void DetonateSatchelCharges( void );
CNetworkVar( int, m_iRealSequence );
private:
CNetworkHandle( CBaseEntity, m_hRagdoll );
CNetworkVar( int, m_iSpawnInterpCounter );
CNetworkQAngle( m_angEyeAngles );
IHL1MPPlayerAnimState* m_PlayerAnimState;
float m_flNextModelChangeTime;
float m_flNextTeamChangeTime;
};
inline CHL1MP_Player *ToHL1MPPlayer( CBaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
return dynamic_cast<CHL1MP_Player*>( pEntity );
}
#endif //HL1MP_PLAYER_H
|