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103 lines
3.9 KiB
103 lines
3.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef TF_PLAYERCLASS_SHARED_H
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#define TF_PLAYERCLASS_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_shareddefs.h"
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#include "tf_classdata.h"
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// Client specific.
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#ifdef CLIENT_DLL
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EXTERN_RECV_TABLE( DT_TFPlayerClassShared );
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// Server specific.
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#else
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EXTERN_SEND_TABLE( DT_TFPlayerClassShared );
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#endif
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//-----------------------------------------------------------------------------
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// TF Player Class Shared
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//-----------------------------------------------------------------------------
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class CTFPlayerClassShared
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{
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public:
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CTFPlayerClassShared();
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DECLARE_EMBEDDED_NETWORKVAR()
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DECLARE_CLASS_NOBASE( CTFPlayerClassShared );
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bool Init( int iClass );
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bool IsClass( int iClass ) const { return ( m_iClass == iClass ); }
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int GetClassIndex( void ) const { return m_iClass; }
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void Reset( void );
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#ifdef CLIENT_DLL
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string_t GetClassIconName( void ) const { return MAKE_STRING( m_iszClassIcon ); }
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bool HasCustomModel( void ) const { return m_iszCustomModel[0] != '\0'; }
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#else
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string_t GetClassIconName( void ) const { return m_iszClassIcon.Get(); }
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void SetClassIconName( string_t iszClassIcon ) { m_iszClassIcon = iszClassIcon; }
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bool HasCustomModel( void ) const { return (m_iszCustomModel.Get() != NULL_STRING); }
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#endif
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#ifndef CLIENT_DLL
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#define USE_CLASS_ANIMATIONS true
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void SetCustomModel( const char *pszModelName, bool isUsingClassAnimations = false );
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void SetCustomModelOffset( Vector &vecOffset ) { m_vecCustomModelOffset = vecOffset; }
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void SetCustomModelRotates( bool bRotates ) { m_bCustomModelRotates = bRotates; }
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void SetCustomModelRotation( QAngle &vecOffset ) { m_angCustomModelRotation = vecOffset; m_bCustomModelRotationSet = true; }
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void ClearCustomModelRotation( void ) { m_bCustomModelRotationSet = false; }
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void SetCustomModelVisibleToSelf( bool bVisible ) { m_bCustomModelVisibleToSelf = bVisible; }
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#endif
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const char *GetName( void ) const { return GetPlayerClassData( m_iClass )->m_szClassName; }
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const char *GetModelName( void ) const;
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const char *GetHandModelName( int iHandIndex ) const;
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float GetMaxSpeed( void ) { return GetPlayerClassData( m_iClass )->m_flMaxSpeed; }
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int GetMaxHealth( void ) const { return GetPlayerClassData( m_iClass )->m_nMaxHealth; }
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int GetMaxArmor( void ) const { return GetPlayerClassData( m_iClass )->m_nMaxArmor; }
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Vector GetCustomModelOffset( void ) const { return m_vecCustomModelOffset.Get(); }
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QAngle GetCustomModelRotation( void ) const { return m_angCustomModelRotation.Get(); }
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bool CustomModelRotationSet( void ) { return m_bCustomModelRotationSet.Get(); }
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bool CustomModelRotates( void ) const { return m_bCustomModelRotates.Get(); }
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bool CustomModelIsVisibleToSelf( void ) const { return m_bCustomModelVisibleToSelf.Get(); }
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bool CustomModelUsesClassAnimations( void ) const { return m_bUseClassAnimations.Get(); }
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bool CustomModelHasChanged( void );
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TFPlayerClassData_t *GetData( void ) const { return GetPlayerClassData( m_iClass ); }
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// If needed, put this into playerclass scripts
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bool CanBuildObject( int iObjectType );
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protected:
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CNetworkVar( int, m_iClass );
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#ifdef CLIENT_DLL
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char m_iszClassIcon[MAX_PATH];
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char m_iszCustomModel[MAX_PATH];
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#else
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CNetworkVar( string_t, m_iszClassIcon );
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CNetworkVar( string_t, m_iszCustomModel );
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#endif
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CNetworkVar( Vector, m_vecCustomModelOffset );
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CNetworkVar( QAngle, m_angCustomModelRotation );
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CNetworkVar( bool, m_bCustomModelRotates );
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CNetworkVar( bool, m_bCustomModelRotationSet );
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CNetworkVar( bool, m_bCustomModelVisibleToSelf );
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CNetworkVar( bool, m_bUseClassAnimations );
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CNetworkVar( int, m_iClassModelParity );
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int m_iOldClassModelParity;
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};
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#endif // TF_PLAYERCLASS_SHARED_H
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