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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TF_WALKER_STRIDER_H
#define TF_WALKER_STRIDER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_walker_base.h"
class CWalkerStrider : public CWalkerBase
{
public:
DECLARE_CLASS( CWalkerStrider, CWalkerBase );
DECLARE_SERVERCLASS();
CWalkerStrider();
// CWalkerBase.
protected:
virtual void WalkerThink();
// CBaseObject.
public:
virtual bool StartBuilding( CBaseEntity *pBuilder );
// CBaseEntity.
public:
virtual void Precache();
virtual void Spawn();
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// CBaseAnimating.
public:
virtual bool GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld );
virtual void HandleAnimEvent( animevent_t *pEvent );
// IServerVehicle.
public:
virtual bool IsPassengerVisible( int nRole );
// IVehicle overrides.
public:
virtual void SetupMove( CBasePlayer *pPlayer, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
private:
void Fire();
void Crouch();
void UnCrouch();
void FootHit( const char *pFootName );
private:
CNetworkVar( bool, m_bCrouched );
float m_flNextCrouchTime;
bool m_bFiring;
float m_flFireEndTime;
float m_flNextShootTime;
QAngle m_vFireAngles;
float m_flOriginToLowestLegHeight;
float m_flWantedZ;
QAngle m_vDriverAngles;
};
#endif // TF_WALKER_STRIDER_H
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