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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/hl2mp/hl2mp_player.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/hl2mp/hl2mp_player.h')
-rw-r--r--sp/src/game/server/hl2mp/hl2mp_player.h352
1 files changed, 176 insertions, 176 deletions
diff --git a/sp/src/game/server/hl2mp/hl2mp_player.h b/sp/src/game/server/hl2mp/hl2mp_player.h
index 1c387355..f91513c7 100644
--- a/sp/src/game/server/hl2mp/hl2mp_player.h
+++ b/sp/src/game/server/hl2mp/hl2mp_player.h
@@ -1,176 +1,176 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-#ifndef HL2MP_PLAYER_H
-#define HL2MP_PLAYER_H
-#pragma once
-
-class CHL2MP_Player;
-
-#include "basemultiplayerplayer.h"
-#include "hl2_playerlocaldata.h"
-#include "hl2_player.h"
-#include "simtimer.h"
-#include "soundenvelope.h"
-#include "hl2mp_player_shared.h"
-#include "hl2mp_gamerules.h"
-#include "utldict.h"
-
-//=============================================================================
-// >> HL2MP_Player
-//=============================================================================
-class CHL2MPPlayerStateInfo
-{
-public:
- HL2MPPlayerState m_iPlayerState;
- const char *m_pStateName;
-
- void (CHL2MP_Player::*pfnEnterState)(); // Init and deinit the state.
- void (CHL2MP_Player::*pfnLeaveState)();
-
- void (CHL2MP_Player::*pfnPreThink)(); // Do a PreThink() in this state.
-};
-
-class CHL2MP_Player : public CHL2_Player
-{
-public:
- DECLARE_CLASS( CHL2MP_Player, CHL2_Player );
-
- CHL2MP_Player();
- ~CHL2MP_Player( void );
-
- static CHL2MP_Player *CreatePlayer( const char *className, edict_t *ed )
- {
- CHL2MP_Player::s_PlayerEdict = ed;
- return (CHL2MP_Player*)CreateEntityByName( className );
- }
-
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
- virtual void Precache( void );
- virtual void Spawn( void );
- virtual void PostThink( void );
- virtual void PreThink( void );
- virtual void PlayerDeathThink( void );
- virtual void SetAnimation( PLAYER_ANIM playerAnim );
- virtual bool HandleCommand_JoinTeam( int team );
- virtual bool ClientCommand( const CCommand &args );
- virtual void CreateViewModel( int viewmodelindex = 0 );
- virtual bool BecomeRagdollOnClient( const Vector &force );
- virtual void Event_Killed( const CTakeDamageInfo &info );
- virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo );
- virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const;
- virtual void FireBullets ( const FireBulletsInfo_t &info );
- virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0);
- virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
- virtual void ChangeTeam( int iTeam );
- virtual void PickupObject ( CBaseEntity *pObject, bool bLimitMassAndSize );
- virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
- virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
- virtual void UpdateOnRemove( void );
- virtual void DeathSound( const CTakeDamageInfo &info );
- virtual CBaseEntity* EntSelectSpawnPoint( void );
-
- int FlashlightIsOn( void );
- void FlashlightTurnOn( void );
- void FlashlightTurnOff( void );
- void PrecacheFootStepSounds( void );
- bool ValidatePlayerModel( const char *pModel );
-
- QAngle GetAnimEyeAngles( void ) { return m_angEyeAngles.Get(); }
-
- Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
-
- void CheatImpulseCommands( int iImpulse );
- void CreateRagdollEntity( void );
- void GiveAllItems( void );
- void GiveDefaultItems( void );
-
- void NoteWeaponFired( void );
-
- void ResetAnimation( void );
- void SetPlayerModel( void );
- void SetPlayerTeamModel( void );
- Activity TranslateTeamActivity( Activity ActToTranslate );
-
- float GetNextModelChangeTime( void ) { return m_flNextModelChangeTime; }
- float GetNextTeamChangeTime( void ) { return m_flNextTeamChangeTime; }
- void PickDefaultSpawnTeam( void );
- void SetupPlayerSoundsByModel( const char *pModelName );
- const char *GetPlayerModelSoundPrefix( void );
- int GetPlayerModelType( void ) { return m_iPlayerSoundType; }
-
- void DetonateTripmines( void );
-
- void Reset();
-
- bool IsReady();
- void SetReady( bool bReady );
-
- void CheckChatText( char *p, int bufsize );
-
- void State_Transition( HL2MPPlayerState newState );
- void State_Enter( HL2MPPlayerState newState );
- void State_Leave();
- void State_PreThink();
- CHL2MPPlayerStateInfo *State_LookupInfo( HL2MPPlayerState state );
-
- void State_Enter_ACTIVE();
- void State_PreThink_ACTIVE();
- void State_Enter_OBSERVER_MODE();
- void State_PreThink_OBSERVER_MODE();
-
-
- virtual bool StartObserverMode( int mode );
- virtual void StopObserverMode( void );
-
-
- Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
-
- // Tracks our ragdoll entity.
- CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
-
- virtual bool CanHearAndReadChatFrom( CBasePlayer *pPlayer );
-
-
-private:
-
- CNetworkQAngle( m_angEyeAngles );
- CPlayerAnimState m_PlayerAnimState;
-
- int m_iLastWeaponFireUsercmd;
- int m_iModelType;
- CNetworkVar( int, m_iSpawnInterpCounter );
- CNetworkVar( int, m_iPlayerSoundType );
-
- float m_flNextModelChangeTime;
- float m_flNextTeamChangeTime;
-
- float m_flSlamProtectTime;
-
- HL2MPPlayerState m_iPlayerState;
- CHL2MPPlayerStateInfo *m_pCurStateInfo;
-
- bool ShouldRunRateLimitedCommand( const CCommand &args );
-
- // This lets us rate limit the commands the players can execute so they don't overflow things like reliable buffers.
- CUtlDict<float,int> m_RateLimitLastCommandTimes;
-
- bool m_bEnterObserver;
- bool m_bReady;
-};
-
-inline CHL2MP_Player *ToHL2MPPlayer( CBaseEntity *pEntity )
-{
- if ( !pEntity || !pEntity->IsPlayer() )
- return NULL;
-
- return dynamic_cast<CHL2MP_Player*>( pEntity );
-}
-
-#endif //HL2MP_PLAYER_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#ifndef HL2MP_PLAYER_H
+#define HL2MP_PLAYER_H
+#pragma once
+
+class CHL2MP_Player;
+
+#include "basemultiplayerplayer.h"
+#include "hl2_playerlocaldata.h"
+#include "hl2_player.h"
+#include "simtimer.h"
+#include "soundenvelope.h"
+#include "hl2mp_player_shared.h"
+#include "hl2mp_gamerules.h"
+#include "utldict.h"
+
+//=============================================================================
+// >> HL2MP_Player
+//=============================================================================
+class CHL2MPPlayerStateInfo
+{
+public:
+ HL2MPPlayerState m_iPlayerState;
+ const char *m_pStateName;
+
+ void (CHL2MP_Player::*pfnEnterState)(); // Init and deinit the state.
+ void (CHL2MP_Player::*pfnLeaveState)();
+
+ void (CHL2MP_Player::*pfnPreThink)(); // Do a PreThink() in this state.
+};
+
+class CHL2MP_Player : public CHL2_Player
+{
+public:
+ DECLARE_CLASS( CHL2MP_Player, CHL2_Player );
+
+ CHL2MP_Player();
+ ~CHL2MP_Player( void );
+
+ static CHL2MP_Player *CreatePlayer( const char *className, edict_t *ed )
+ {
+ CHL2MP_Player::s_PlayerEdict = ed;
+ return (CHL2MP_Player*)CreateEntityByName( className );
+ }
+
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+ virtual void Precache( void );
+ virtual void Spawn( void );
+ virtual void PostThink( void );
+ virtual void PreThink( void );
+ virtual void PlayerDeathThink( void );
+ virtual void SetAnimation( PLAYER_ANIM playerAnim );
+ virtual bool HandleCommand_JoinTeam( int team );
+ virtual bool ClientCommand( const CCommand &args );
+ virtual void CreateViewModel( int viewmodelindex = 0 );
+ virtual bool BecomeRagdollOnClient( const Vector &force );
+ virtual void Event_Killed( const CTakeDamageInfo &info );
+ virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo );
+ virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const;
+ virtual void FireBullets ( const FireBulletsInfo_t &info );
+ virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0);
+ virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
+ virtual void ChangeTeam( int iTeam );
+ virtual void PickupObject ( CBaseEntity *pObject, bool bLimitMassAndSize );
+ virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
+ virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
+ virtual void UpdateOnRemove( void );
+ virtual void DeathSound( const CTakeDamageInfo &info );
+ virtual CBaseEntity* EntSelectSpawnPoint( void );
+
+ int FlashlightIsOn( void );
+ void FlashlightTurnOn( void );
+ void FlashlightTurnOff( void );
+ void PrecacheFootStepSounds( void );
+ bool ValidatePlayerModel( const char *pModel );
+
+ QAngle GetAnimEyeAngles( void ) { return m_angEyeAngles.Get(); }
+
+ Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
+
+ void CheatImpulseCommands( int iImpulse );
+ void CreateRagdollEntity( void );
+ void GiveAllItems( void );
+ void GiveDefaultItems( void );
+
+ void NoteWeaponFired( void );
+
+ void ResetAnimation( void );
+ void SetPlayerModel( void );
+ void SetPlayerTeamModel( void );
+ Activity TranslateTeamActivity( Activity ActToTranslate );
+
+ float GetNextModelChangeTime( void ) { return m_flNextModelChangeTime; }
+ float GetNextTeamChangeTime( void ) { return m_flNextTeamChangeTime; }
+ void PickDefaultSpawnTeam( void );
+ void SetupPlayerSoundsByModel( const char *pModelName );
+ const char *GetPlayerModelSoundPrefix( void );
+ int GetPlayerModelType( void ) { return m_iPlayerSoundType; }
+
+ void DetonateTripmines( void );
+
+ void Reset();
+
+ bool IsReady();
+ void SetReady( bool bReady );
+
+ void CheckChatText( char *p, int bufsize );
+
+ void State_Transition( HL2MPPlayerState newState );
+ void State_Enter( HL2MPPlayerState newState );
+ void State_Leave();
+ void State_PreThink();
+ CHL2MPPlayerStateInfo *State_LookupInfo( HL2MPPlayerState state );
+
+ void State_Enter_ACTIVE();
+ void State_PreThink_ACTIVE();
+ void State_Enter_OBSERVER_MODE();
+ void State_PreThink_OBSERVER_MODE();
+
+
+ virtual bool StartObserverMode( int mode );
+ virtual void StopObserverMode( void );
+
+
+ Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
+
+ // Tracks our ragdoll entity.
+ CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
+
+ virtual bool CanHearAndReadChatFrom( CBasePlayer *pPlayer );
+
+
+private:
+
+ CNetworkQAngle( m_angEyeAngles );
+ CPlayerAnimState m_PlayerAnimState;
+
+ int m_iLastWeaponFireUsercmd;
+ int m_iModelType;
+ CNetworkVar( int, m_iSpawnInterpCounter );
+ CNetworkVar( int, m_iPlayerSoundType );
+
+ float m_flNextModelChangeTime;
+ float m_flNextTeamChangeTime;
+
+ float m_flSlamProtectTime;
+
+ HL2MPPlayerState m_iPlayerState;
+ CHL2MPPlayerStateInfo *m_pCurStateInfo;
+
+ bool ShouldRunRateLimitedCommand( const CCommand &args );
+
+ // This lets us rate limit the commands the players can execute so they don't overflow things like reliable buffers.
+ CUtlDict<float,int> m_RateLimitLastCommandTimes;
+
+ bool m_bEnterObserver;
+ bool m_bReady;
+};
+
+inline CHL2MP_Player *ToHL2MPPlayer( CBaseEntity *pEntity )
+{
+ if ( !pEntity || !pEntity->IsPlayer() )
+ return NULL;
+
+ return dynamic_cast<CHL2MP_Player*>( pEntity );
+}
+
+#endif //HL2MP_PLAYER_H