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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
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