aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/server/iservervehicle.h
diff options
context:
space:
mode:
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/iservervehicle.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/iservervehicle.h')
-rw-r--r--sp/src/game/server/iservervehicle.h278
1 files changed, 139 insertions, 139 deletions
diff --git a/sp/src/game/server/iservervehicle.h b/sp/src/game/server/iservervehicle.h
index 31fcf82c..60be0083 100644
--- a/sp/src/game/server/iservervehicle.h
+++ b/sp/src/game/server/iservervehicle.h
@@ -1,139 +1,139 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef ISERVERVEHICLE_H
-#define ISERVERVEHICLE_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "IVehicle.h"
-#include "vphysics/vehicles.h"
-
-class CBaseEntity;
-class CBasePlayer;
-class CBaseCombatCharacter;
-class CNPC_VehicleDriver;
-enum VehicleSeatQuery_e;
-
-// This is used by the player to access vehicles. It's an interface so the
-// vehicles are not restricted in what they can derive from.
-abstract_class IServerVehicle : public IVehicle
-{
-public:
- // Get the entity associated with the vehicle.
- virtual CBaseEntity* GetVehicleEnt() = 0;
-
- // Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers
- virtual void SetPassenger( int nRole, CBaseCombatCharacter *pPassenger ) = 0;
-
- // Is the player visible while in the vehicle? (this is a constant the vehicle)
- virtual bool IsPassengerVisible( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
-
- // Can a given passenger take damage?
- virtual bool IsPassengerDamagable( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
- virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0;
-
- // Is the vehicle upright?
- virtual bool IsVehicleUpright( void ) = 0;
-
- // Whether or not we're in a transitional phase
- virtual bool IsPassengerEntering( void ) = 0;
- virtual bool IsPassengerExiting( void ) = 0;
-
- // Get a position in *world space* inside the vehicle for the player to start at
- virtual void GetPassengerSeatPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0;
-
- virtual void HandlePassengerEntry( CBaseCombatCharacter *pPassenger, bool bAllowEntryOutsideZone = false ) = 0;
- virtual bool HandlePassengerExit( CBaseCombatCharacter *pPassenger ) = 0;
-
- // Get a point in *world space* to leave the vehicle from (may be in solid)
- virtual bool GetPassengerExitPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0;
- virtual int GetEntryAnimForPoint( const Vector &vecPoint ) = 0;
- virtual int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ) = 0;
- virtual void HandleEntryExitFinish( bool bExitAnimOn, bool bResetAnim ) = 0;
-
- virtual Class_T ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification ) = 0;
- virtual float PassengerDamageModifier( const CTakeDamageInfo &info ) = 0;
-
- // Get me the parameters for this vehicle
- virtual const vehicleparams_t *GetVehicleParams( void ) = 0;
- // If I'm a physics vehicle, get the controller
- virtual IPhysicsVehicleController *GetVehicleController() = 0;
-
- virtual int NPC_GetAvailableSeat( CBaseCombatCharacter *pPassenger, string_t strRoleName, VehicleSeatQuery_e nQueryType ) = 0;
- virtual bool NPC_AddPassenger( CBaseCombatCharacter *pPassenger, string_t strRoleName, int nSeat ) = 0;
- virtual bool NPC_RemovePassenger( CBaseCombatCharacter *pPassenger ) = 0;
- virtual bool NPC_GetPassengerSeatPosition( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0;
- virtual bool NPC_GetPassengerSeatPositionLocal( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0;
- virtual int NPC_GetPassengerSeatAttachment( CBaseCombatCharacter *pPassenger ) = 0;
- virtual bool NPC_HasAvailableSeat( string_t strRoleName ) = 0;
-
- virtual const PassengerSeatAnims_t *NPC_GetPassengerSeatAnims( CBaseCombatCharacter *pPassenger, PassengerSeatAnimType_t nType ) = 0;
- virtual CBaseCombatCharacter *NPC_GetPassengerInSeat( int nRoleID, int nSeatID ) = 0;
-
- virtual void RestorePassengerInfo( void ) = 0;
-
- // NPC Driving
- virtual bool NPC_CanDrive( void ) = 0;
- virtual void NPC_SetDriver( CNPC_VehicleDriver *pDriver ) = 0;
- virtual void NPC_DriveVehicle( void ) = 0;
- virtual void NPC_ThrottleCenter( void ) = 0;
- virtual void NPC_ThrottleReverse( void ) = 0;
- virtual void NPC_ThrottleForward( void ) = 0;
- virtual void NPC_Brake( void ) = 0;
- virtual void NPC_TurnLeft( float flDegrees ) = 0;
- virtual void NPC_TurnRight( float flDegrees ) = 0;
- virtual void NPC_TurnCenter( void ) = 0;
- virtual void NPC_PrimaryFire( void ) = 0;
- virtual void NPC_SecondaryFire( void ) = 0;
- virtual bool NPC_HasPrimaryWeapon( void ) = 0;
- virtual bool NPC_HasSecondaryWeapon( void ) = 0;
- virtual void NPC_AimPrimaryWeapon( Vector vecTarget ) = 0;
- virtual void NPC_AimSecondaryWeapon( Vector vecTarget ) = 0;
-
- // Weapon handling
- virtual void Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange ) = 0;
- virtual void Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange ) = 0;
- virtual float Weapon_PrimaryCanFireAt( void ) = 0; // Return the time at which this vehicle's primary weapon can fire again
- virtual float Weapon_SecondaryCanFireAt( void ) = 0; // Return the time at which this vehicle's secondary weapon can fire again
-
- // debugging, script file flushed
- virtual void ReloadScript() = 0;
-};
-
-// This is an interface to derive from if your class contains an IServerVehicle
-// handler (i.e. something derived CBaseServerVehicle.
-abstract_class IDrivableVehicle
-{
-public:
- virtual CBaseEntity *GetDriver( void ) = 0;
-
- // Process movement
- virtual void ItemPostFrame( CBasePlayer *pPlayer ) = 0;
- virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0;
- virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) = 0;
- virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) = 0;
-
- // Entering / Exiting
- virtual bool CanEnterVehicle( CBaseEntity *pEntity ) = 0;
- virtual bool CanExitVehicle( CBaseEntity *pEntity ) = 0;
- virtual void SetVehicleEntryAnim( bool bOn ) = 0;
- virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) = 0;
- virtual void EnterVehicle( CBaseCombatCharacter *pPassenger ) = 0;
-
- virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
- virtual void ExitVehicle( int nRole ) = 0;
- virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
- virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
- virtual string_t GetVehicleScriptName() = 0;
-
- virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0;
-};
-
-#endif // IVEHICLE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef ISERVERVEHICLE_H
+#define ISERVERVEHICLE_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "IVehicle.h"
+#include "vphysics/vehicles.h"
+
+class CBaseEntity;
+class CBasePlayer;
+class CBaseCombatCharacter;
+class CNPC_VehicleDriver;
+enum VehicleSeatQuery_e;
+
+// This is used by the player to access vehicles. It's an interface so the
+// vehicles are not restricted in what they can derive from.
+abstract_class IServerVehicle : public IVehicle
+{
+public:
+ // Get the entity associated with the vehicle.
+ virtual CBaseEntity* GetVehicleEnt() = 0;
+
+ // Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers
+ virtual void SetPassenger( int nRole, CBaseCombatCharacter *pPassenger ) = 0;
+
+ // Is the player visible while in the vehicle? (this is a constant the vehicle)
+ virtual bool IsPassengerVisible( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
+
+ // Can a given passenger take damage?
+ virtual bool IsPassengerDamagable( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
+ virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0;
+
+ // Is the vehicle upright?
+ virtual bool IsVehicleUpright( void ) = 0;
+
+ // Whether or not we're in a transitional phase
+ virtual bool IsPassengerEntering( void ) = 0;
+ virtual bool IsPassengerExiting( void ) = 0;
+
+ // Get a position in *world space* inside the vehicle for the player to start at
+ virtual void GetPassengerSeatPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0;
+
+ virtual void HandlePassengerEntry( CBaseCombatCharacter *pPassenger, bool bAllowEntryOutsideZone = false ) = 0;
+ virtual bool HandlePassengerExit( CBaseCombatCharacter *pPassenger ) = 0;
+
+ // Get a point in *world space* to leave the vehicle from (may be in solid)
+ virtual bool GetPassengerExitPoint( int nRole, Vector *pPoint, QAngle *pAngles ) = 0;
+ virtual int GetEntryAnimForPoint( const Vector &vecPoint ) = 0;
+ virtual int GetExitAnimToUse( Vector &vecEyeExitEndpoint, bool &bAllPointsBlocked ) = 0;
+ virtual void HandleEntryExitFinish( bool bExitAnimOn, bool bResetAnim ) = 0;
+
+ virtual Class_T ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification ) = 0;
+ virtual float PassengerDamageModifier( const CTakeDamageInfo &info ) = 0;
+
+ // Get me the parameters for this vehicle
+ virtual const vehicleparams_t *GetVehicleParams( void ) = 0;
+ // If I'm a physics vehicle, get the controller
+ virtual IPhysicsVehicleController *GetVehicleController() = 0;
+
+ virtual int NPC_GetAvailableSeat( CBaseCombatCharacter *pPassenger, string_t strRoleName, VehicleSeatQuery_e nQueryType ) = 0;
+ virtual bool NPC_AddPassenger( CBaseCombatCharacter *pPassenger, string_t strRoleName, int nSeat ) = 0;
+ virtual bool NPC_RemovePassenger( CBaseCombatCharacter *pPassenger ) = 0;
+ virtual bool NPC_GetPassengerSeatPosition( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0;
+ virtual bool NPC_GetPassengerSeatPositionLocal( CBaseCombatCharacter *pPassenger, Vector *vecResultPos, QAngle *vecResultAngle ) = 0;
+ virtual int NPC_GetPassengerSeatAttachment( CBaseCombatCharacter *pPassenger ) = 0;
+ virtual bool NPC_HasAvailableSeat( string_t strRoleName ) = 0;
+
+ virtual const PassengerSeatAnims_t *NPC_GetPassengerSeatAnims( CBaseCombatCharacter *pPassenger, PassengerSeatAnimType_t nType ) = 0;
+ virtual CBaseCombatCharacter *NPC_GetPassengerInSeat( int nRoleID, int nSeatID ) = 0;
+
+ virtual void RestorePassengerInfo( void ) = 0;
+
+ // NPC Driving
+ virtual bool NPC_CanDrive( void ) = 0;
+ virtual void NPC_SetDriver( CNPC_VehicleDriver *pDriver ) = 0;
+ virtual void NPC_DriveVehicle( void ) = 0;
+ virtual void NPC_ThrottleCenter( void ) = 0;
+ virtual void NPC_ThrottleReverse( void ) = 0;
+ virtual void NPC_ThrottleForward( void ) = 0;
+ virtual void NPC_Brake( void ) = 0;
+ virtual void NPC_TurnLeft( float flDegrees ) = 0;
+ virtual void NPC_TurnRight( float flDegrees ) = 0;
+ virtual void NPC_TurnCenter( void ) = 0;
+ virtual void NPC_PrimaryFire( void ) = 0;
+ virtual void NPC_SecondaryFire( void ) = 0;
+ virtual bool NPC_HasPrimaryWeapon( void ) = 0;
+ virtual bool NPC_HasSecondaryWeapon( void ) = 0;
+ virtual void NPC_AimPrimaryWeapon( Vector vecTarget ) = 0;
+ virtual void NPC_AimSecondaryWeapon( Vector vecTarget ) = 0;
+
+ // Weapon handling
+ virtual void Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange ) = 0;
+ virtual void Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange ) = 0;
+ virtual float Weapon_PrimaryCanFireAt( void ) = 0; // Return the time at which this vehicle's primary weapon can fire again
+ virtual float Weapon_SecondaryCanFireAt( void ) = 0; // Return the time at which this vehicle's secondary weapon can fire again
+
+ // debugging, script file flushed
+ virtual void ReloadScript() = 0;
+};
+
+// This is an interface to derive from if your class contains an IServerVehicle
+// handler (i.e. something derived CBaseServerVehicle.
+abstract_class IDrivableVehicle
+{
+public:
+ virtual CBaseEntity *GetDriver( void ) = 0;
+
+ // Process movement
+ virtual void ItemPostFrame( CBasePlayer *pPlayer ) = 0;
+ virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0;
+ virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) = 0;
+ virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) = 0;
+
+ // Entering / Exiting
+ virtual bool CanEnterVehicle( CBaseEntity *pEntity ) = 0;
+ virtual bool CanExitVehicle( CBaseEntity *pEntity ) = 0;
+ virtual void SetVehicleEntryAnim( bool bOn ) = 0;
+ virtual void SetVehicleExitAnim( bool bOn, Vector vecEyeExitEndpoint ) = 0;
+ virtual void EnterVehicle( CBaseCombatCharacter *pPassenger ) = 0;
+
+ virtual void PreExitVehicle( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
+ virtual void ExitVehicle( int nRole ) = 0;
+ virtual bool AllowBlockedExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
+ virtual bool AllowMidairExit( CBaseCombatCharacter *pPassenger, int nRole ) = 0;
+ virtual string_t GetVehicleScriptName() = 0;
+
+ virtual bool PassengerShouldReceiveDamage( CTakeDamageInfo &info ) = 0;
+};
+
+#endif // IVEHICLE_H