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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Auto Repair
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_GAMEMOVEMENT_COMMANDO_H
#define TF_GAMEMOVEMENT_COMMANDO_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_gamemovement.h"
#include "tfclassdata_shared.h"
class CTFMoveData;
//=============================================================================
//
// Commando Game Movement Class
//
class CTFGameMovementCommando : public CTFGameMovement
{
public:
DECLARE_CLASS( CTFGameMovementCommando, CTFGameMovement );
CTFGameMovementCommando();
// Interface Implementation
void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData );
Vector const &GetPlayerMins( bool bDucked ) const;
Vector const &GetPlayerMaxs( bool bDucked ) const;
Vector const &GetPlayerViewOffset( bool bDucked ) const;
protected:
// TF2 movement overrides.
bool PrePlayerMove( void );
void HandlePlayerMove( void );
void HandleDuck( void );
void SetupViewAngles( void );
void UpdateTimers( void );
void SetupSpeed( void );
bool CalcWishVelocityAndPosition( Vector &vWishPos, Vector &vWishDir, float &flWishSpeed );
bool CheckDoubleTapForward( void );
void CheckBullRush( void );
void BullRushMove( void );
PlayerClassCommandoData_t *m_pCommandoData;
Vector m_vStandMins;
Vector m_vStandMaxs;
Vector m_vStandViewOffset;
Vector m_vDuckMins;
Vector m_vDuckMaxs;
Vector m_vDuckViewOffset;
};
#endif // TF_GAMEMOVEMENT_COMMANDO_H
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