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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/vphysics/player_controller.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/public/vphysics/player_controller.h')
-rw-r--r--mp/src/public/vphysics/player_controller.h47
1 files changed, 47 insertions, 0 deletions
diff --git a/mp/src/public/vphysics/player_controller.h b/mp/src/public/vphysics/player_controller.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef PLAYER_CONTROLLER_H
+#define PLAYER_CONTROLLER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class IPhysicsPlayerControllerEvent
+{
+public:
+ virtual int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) = 0;
+};
+
+class IPhysicsPlayerController
+{
+public:
+ virtual ~IPhysicsPlayerController( void ) {}
+
+ virtual void Update( const Vector &position, const Vector &velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ) = 0;
+ virtual void SetEventHandler( IPhysicsPlayerControllerEvent *handler ) = 0;
+ virtual bool IsInContact( void ) = 0;
+ virtual void MaxSpeed( const Vector &maxVelocity ) = 0;
+
+ // allows game code to change collision models
+ virtual void SetObject( IPhysicsObject *pObject ) = 0;
+ // UNDONE: Refactor this and shadow controllers into a single class/interface through IPhysicsObject
+ virtual int GetShadowPosition( Vector *position, QAngle *angles ) = 0;
+ virtual void StepUp( float height ) = 0;
+ virtual void Jump() = 0;
+ virtual void GetShadowVelocity( Vector *velocity ) = 0;
+ virtual IPhysicsObject *GetObject() = 0;
+ virtual void GetLastImpulse( Vector *pOut ) = 0;
+
+ virtual void SetPushMassLimit( float maxPushMass ) = 0;
+ virtual void SetPushSpeedLimit( float maxPushSpeed ) = 0;
+
+ virtual float GetPushMassLimit() = 0;
+ virtual float GetPushSpeedLimit() = 0;
+ virtual bool WasFrozen() = 0;
+};
+
+#endif // PLAYER_CONTROLLER_H