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50 lines
1.1 KiB
50 lines
1.1 KiB
3 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 C_HL1_PLAYER_H
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#define C_HL1_PLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseplayer.h"
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#define CHL1_Player C_HL1_Player
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class C_HL1_Player : public C_BasePlayer
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{
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public:
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DECLARE_CLASS( C_HL1_Player, C_BasePlayer );
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DECLARE_CLIENTCLASS();
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C_HL1_Player();
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bool IsPullingObject() { return m_bIsPullingObject; }
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CNetworkVar( bool, m_bHasLongJump );
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CNetworkVar( int, m_nFlashBattery );
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CNetworkVar( bool, m_bIsPullingObject );
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CNetworkVar( float, m_flStartCharge );
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CNetworkVar( float, m_flAmmoStartCharge );
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CNetworkVar( float, m_flPlayAftershock );
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CNetworkVar( float, m_flNextAmmoBurn ); // while charging, when to absorb another unit of player's ammo?
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private:
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C_HL1_Player( const C_HL1_Player & );
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};
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inline C_HL1_Player *ToHL1Player( CBaseEntity *pEntity )
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{
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if ( !pEntity || !pEntity->IsPlayer() )
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return NULL;
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return dynamic_cast<C_HL1_Player*>( pEntity );
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}
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#endif //C_HL1_PLAYER_H
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