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997 lines
31 KiB
997 lines
31 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 C_TF_PLAYER_H
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#define C_TF_PLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_playeranimstate.h"
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#include "c_baseplayer.h"
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#include "tf_shareddefs.h"
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#include "baseparticleentity.h"
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#include "tf_player_shared.h"
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#include "c_tf_playerclass.h"
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#include "tf_item.h"
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#include "props_shared.h"
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#include "hintsystem.h"
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#include "c_playerattachedmodel.h"
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#include "c_playerrelativemodel.h"
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#include "iinput.h"
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#include "ihasattributes.h"
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#include "GameEventListener.h"
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#include "tf_item_inventory.h"
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#include "c_tf_mvm_boss_progress_user.h"
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#include "c_te_legacytempents.h"
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class C_MuzzleFlashModel;
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class C_BaseObject;
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class C_TFRagdoll;
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class C_TFWearable;
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class C_CaptureZone;
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class C_MerasmusBombEffect;
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class CTFReviveDialog;
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class C_TFDroppedWeapon;
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class C_PasstimePlayerReticle;
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class C_PasstimeAskForBallReticle;
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extern ConVar tf_medigun_autoheal;
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extern ConVar cl_autorezoom;
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extern ConVar cl_autoreload;
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enum EBonusEffectFilter_t
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{
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kEffectFilter_AttackerOnly,
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kEffectFilter_AttackerTeam,
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kEffectFilter_VictimOnly,
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kEffectFilter_VictimTeam,
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kEffectFilter_AttackerAndVictimOnly,
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kEffectFilter_BothTeams,
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};
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struct BonusEffect_t
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{
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BonusEffect_t( const char* pszSoundName, const char* pszParticleName, EBonusEffectFilter_t eParticleFilter, EBonusEffectFilter_t eSoundFilter, bool bPlaySoundInAttackersEars )
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: m_pszSoundName( pszSoundName )
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, m_pszParticleName( pszParticleName )
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, m_eParticleFilter( eParticleFilter )
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, m_eSoundFilter( eSoundFilter )
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, m_bPlaySoundInAttackersEars( bPlaySoundInAttackersEars )
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{}
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const char* m_pszSoundName;
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const char* m_pszParticleName;
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EBonusEffectFilter_t m_eParticleFilter;
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EBonusEffectFilter_t m_eSoundFilter;
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bool m_bPlaySoundInAttackersEars;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_TFPlayer : public C_BasePlayer, public IHasAttributes, public IInventoryUpdateListener, public C_TFMvMBossProgressUser
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{
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public:
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DECLARE_CLASS( C_TFPlayer, C_BasePlayer );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_TFPlayer();
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~C_TFPlayer();
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virtual void Spawn();
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static C_TFPlayer* GetLocalTFPlayer();
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virtual void UpdateOnRemove( void );
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virtual const QAngle& GetRenderAngles();
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virtual void UpdateClientSideAnimation();
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virtual void SetDormant( bool bDormant );
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ProcessMuzzleFlashEvent();
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virtual void ValidateModelIndex( void );
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void Touch( CBaseEntity *pOther );
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virtual Vector GetObserverCamOrigin( void );
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virtual int DrawModel( int flags );
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virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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virtual void BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd ) OVERRIDE;
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void CreateVehicleMove( float flInputSampleTime, CUserCmd *pCmd );
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virtual bool IsAllowedToSwitchWeapons( void );
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void StopViewModelParticles( C_BaseEntity *pParticleEnt );
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virtual void ClientThink();
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// Deal with recording
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virtual void GetToolRecordingState( KeyValues *msg );
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CTFWeaponBase *GetActiveTFWeapon( void ) const;
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bool IsActiveTFWeapon( CEconItemDefinition *weaponHandle ) const;
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bool IsActiveTFWeapon( const CSchemaItemDefHandle &weaponHandle ) const;
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virtual void Simulate( void );
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) OVERRIDE;
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity ) OVERRIDE;
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CNewParticleEffect *SpawnHalloweenSpellFootsteps( ParticleAttachment_t eParticleAttachment, int iHalloweenFootstepType );
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void FireBullet( CTFWeaponBase *pWpn, const FireBulletsInfo_t &info, bool bDoEffects, int nDamageType, int nCustomDamageType = TF_DMG_CUSTOM_NONE );
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void ImpactWaterTrace( trace_t &trace, const Vector &vecStart );
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bool CanAttack( int iCanAttackFlags = 0 );
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const C_TFPlayerClass *GetPlayerClass( void ) const { return &m_PlayerClass; }
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C_TFPlayerClass *GetPlayerClass( void ) { return &m_PlayerClass; }
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bool IsPlayerClass( int iClass ) const;
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virtual int GetMaxHealth( void ) const;
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int GetMaxHealthForBuffing() const;
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virtual int GetRenderTeamNumber( void );
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bool IsWeaponLowered( void );
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void AvoidPlayers( CUserCmd *pCmd );
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bool IsABot( void );
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// Get the ID target entity index. The ID target is the player that is behind our crosshairs, used to
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// display the player's name.
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void UpdateIDTarget();
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int GetIDTarget() const;
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void SetForcedIDTarget( int iTarget );
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void SetAnimation( PLAYER_ANIM playerAnim );
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virtual float GetMinFOV() const;
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virtual const QAngle& EyeAngles();
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bool ShouldDrawSpyAsDisguised();
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virtual int GetBody( void );
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int GetBuildResources( void );
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// MATTTODO: object selection if necessary
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void SetSelectedObject( C_BaseObject *pObject ) {}
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void GetTeamColor( Color &color );
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bool InSameDisguisedTeam( CBaseEntity *pEnt );
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virtual void ComputeFxBlend( void );
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// Taunts/VCDs
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virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, C_BaseEntity *pTarget );
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virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
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virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
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bool StartGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
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bool StopGestureSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
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void TurnOnTauntCam( void );
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void TurnOnTauntCam_Finish( void );
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void TurnOffTauntCam( void );
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void TurnOffTauntCam_Finish( void );
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bool IsTaunting( void ) const { return m_Shared.InCond( TF_COND_TAUNTING ); }
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virtual void InitPhonemeMappings();
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// Gibs.
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void InitPlayerGibs( void );
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void CheckAndUpdateGibType( void );
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void CreatePlayerGibs( const Vector &vecOrigin, const Vector &vecVelocity, float flImpactScale, bool bBurning, bool bWearableGibs=false, bool bOnlyHead=false, bool bDisguiseGibs=false );
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void DropPartyHat( breakablepropparams_t &breakParams, Vector &vecBreakVelocity );
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void DropWearable( C_TFWearable *pItem, const breakablepropparams_t ¶ms );
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int GetObjectCount( void );
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C_BaseObject *GetObject( int index );
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C_BaseObject *GetObjectOfType( int iObjectType, int iObjectMode=0 ) const;
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int GetNumObjects( int iObjectType, int iObjectMode=0 );
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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float GetPercentInvisible( void );
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float GetEffectiveInvisibilityLevel( void ); // takes viewer into account
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virtual bool IsTransparent( void ) OVERRIDE { return GetPercentInvisible() > 0.f; }
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virtual void AddDecal( const Vector& rayStart, const Vector& rayEnd,
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const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace, trace_t& tr, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
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virtual void CalcDeathCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
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virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
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virtual Vector GetDeathViewPosition();
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void ClientPlayerRespawn( void );
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virtual bool ShouldDraw();
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virtual int GetVisionFilterFlags( bool bWeaponsCheck = false );
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virtual void CalculateVisionUsingCurrentFlags( void );
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void CreateSaveMeEffect( MedicCallerType nType = CALLER_TYPE_NORMAL );
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void StopSaveMeEffect( bool bForceRemoveInstantly = false );
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void CreateTauntWithMeEffect();
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void StopTauntWithMeEffect();
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void CreateKart();
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void RemoveKart();
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C_BaseAnimating *GetKart() const { return m_pKart; }
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void CreateKartEffect( const char *pszEffectName );
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void StopKartEffect();
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void UpdateKartSounds();
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void StartKartBrakeEffect();
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void StopKartBrakeEffect();
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CNetworkVar( int, m_iKartState );
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bool IsAllowedToTaunt( void );
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virtual bool IsOverridingViewmodel( void );
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags );
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void SetHealer( C_TFPlayer *pHealer, float flChargeLevel );
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void SetWasHealedByLocalPlayer( bool bState ) { m_bWasHealedByLocalPlayer = bState; }
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void GetHealer( C_TFPlayer **pHealer, float *flChargeLevel ) { *pHealer = m_hHealer; *flChargeLevel = m_flHealerChargeLevel; }
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bool GetWasHealedByLocalPlayer() { return m_bWasHealedByLocalPlayer; }
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float MedicGetChargeLevel( CTFWeaponBase **pRetMedigun = NULL );
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bool MedicIsReleasingCharge( void );
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CBaseEntity *MedicGetHealTarget( void );
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void StartBurningSound( void );
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void StopBurningSound( void );
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void StopBlastJumpLoopSound( int iUserID );
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void UpdateSpyStateChange( void );
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void UpdateRecentlyTeleportedEffect( void );
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void UpdateOverhealEffect( void );
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void UpdatedMarkedForDeathEffect( bool bFroceStop = false );
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void CreateOverhealEffect( int iTeam );
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void UpdateRuneIcon( bool bForceStop = false );
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bool CanShowClassMenu( void );
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bool CanShowTeamMenu( void );
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void InitializePoseParams( void );
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void UpdateLookAt( void );
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bool IsEnemyPlayer( void );
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void ShowNemesisIcon( bool bShow );
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void ShowDuelingIcon( bool bShow );
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void ShowIconForIT( bool bShow );
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#ifdef STAGING_ONLY
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void UpdateTranqMark( bool bShow, bool bForceStop = false );
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void UpdateSpyClassStealParticle( bool bShow );
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#endif // STAGING_ONLY
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void ShowBirthdayEffect( bool bShow );
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CUtlVector<EHANDLE> *GetSpawnedGibs( void ) { return &m_hSpawnedGibs; }
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bool HasBombinomiconEffectOnDeath( void );
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Vector GetClassEyeHeight( void );
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void ForceUpdateObjectHudState( void );
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bool GetMedigunAutoHeal( void ){ return tf_medigun_autoheal.GetBool(); }
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bool ShouldAutoRezoom( void ){ return cl_autorezoom.GetBool(); }
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bool ShouldAutoReload( void ){ return cl_autoreload.GetBool(); }
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void GetTargetIDDataString( bool bIsDisguised, OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sDataString, int iMaxLenInBytes, bool &bIsAmmoData, bool &bIsKillStreakData );
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void RemoveDisguise( void );
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bool CanDisguise( void );
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bool CanDisguise_OnKill( void );
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virtual void OnAchievementAchieved( int iAchievement );
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virtual void OverrideView( CViewSetup *pSetup );
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bool CanAirDash( void ) const;
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bool CanGetWet() const;
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void CreateBoneAttachmentsFromWearables( C_TFRagdoll *pRagdoll, bool bDisguised );
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bool CanUseFirstPersonCommand( void );
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bool IsEffectRateLimited( EBonusEffectFilter_t effect, const C_TFPlayer* pAttacker ) const;
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bool ShouldPlayEffect( EBonusEffectFilter_t filter, const C_TFPlayer* pAttacker, const C_TFPlayer* pVictim ) const;
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virtual void FireGameEvent( IGameEvent *event );
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virtual const char* ModifyEventParticles( const char* token );
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// Set the distances the camera should use.
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void SetTauntCameraTargets( float back, float up );
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// TF-specific color values for GlowEffect
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virtual void GetGlowEffectColor( float *r, float *g, float *b );
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void UpdateGlowColor( void );
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virtual const Vector& GetRenderOrigin( void );
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RTime32 GetSpottedInPVSTime() const { return m_rtSpottedInPVSTime; }
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RTime32 GetJoinedSpectatorTeamTime() const { return m_rtJoinedSpectatorTeam; }
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RTime32 GetJoinedNormalTeamTime() const { return m_rtJoinedNormalTeam; }
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// IHasAttributes
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CAttributeManager *GetAttributeManager( void ) { return &m_AttributeManager; }
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CAttributeContainer *GetAttributeContainer( void ) { return NULL; }
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CBaseEntity *GetAttributeOwner( void ) { return NULL; }
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CAttributeList *GetAttributeList( void ) { return &m_AttributeList; }
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virtual void ReapplyProvision( void ) { return; }
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// ITFMvMBossProgressUser
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virtual const char* GetBossProgressImageName() const OVERRIDE;
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virtual float GetBossStatusProgress() const OVERRIDE;
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protected:
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CNetworkVarEmbedded( CAttributeContainerPlayer, m_AttributeManager );
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// IClientNetworkable implementation.
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public:
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virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
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public:
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// Shared functions
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float GetMovementForwardPull( void ) const;
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bool CanPlayerMove() const;
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float TeamFortress_CalculateMaxSpeed( bool bIgnoreSpecialAbility = false ) const;
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void TeamFortress_SetSpeed();
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bool HasItem( void ) const; // Currently can have only one item at a time.
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void SetItem( C_TFItem *pItem );
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C_TFItem *GetItem( void ) const;
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bool HasTheFlag( ETFFlagType exceptionTypes[] = NULL, int nNumExceptions = 0 ) const;
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virtual bool IsAllowedToPickUpFlag( void ) const;
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float GetCritMult( void ) { return m_Shared.GetCritMult(); }
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virtual void ItemPostFrame( void );
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void SetOffHandWeapon( CTFWeaponBase *pWeapon );
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void HolsterOffHandWeapon( void );
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CTFWeaponBase* GetOffHandWeapon( void ) { return m_hOffHandWeapon; }
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void GetActiveSets( CUtlVector<const CEconItemSetDefinition *> *pItemSets );
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virtual int GetSkin();
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float GetLastDamageTime( void ) const { return m_flLastDamageTime; }
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virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_ShouldSetLast( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) OVERRIDE;
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virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ) OVERRIDE;
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virtual void SelectItem( const char *pstr, int iSubType = 0 ) OVERRIDE;
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virtual void UpdateWearables() OVERRIDE;
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CTFWearable *GetEquippedWearableForLoadoutSlot( int iLoadoutSlot );
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CBaseEntity *GetEntityForLoadoutSlot( int iLoadoutSlot ); //Gets whatever entity is associated with the loadout slot (wearable or weapon)
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CTFWeaponBase *Weapon_OwnsThisID( int iWeaponID ) const;
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CTFWeaponBase *Weapon_GetWeaponByType( int iType );
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virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
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virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
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virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName );
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virtual void OnEmitFootstepSound( const CSoundParameters& params, const Vector& vecOrigin, float fVolume );
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||
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virtual void ModifyEmitSoundParams( EmitSound_t ¶ms );
|
||
|
|
||
|
virtual void ThirdPersonSwitch( bool bThirdperson );
|
||
|
|
||
|
bool DoClassSpecialSkill( void );
|
||
|
bool EndClassSpecialSkill( void );
|
||
|
bool CanGoInvisible( bool bAllowWhileCarryingFlag = false );
|
||
|
int GetMaxAmmo( int iAmmoIndex, int iClassIndex = -1 );
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
// Return true if we are a "mini boss" in Mann Vs Machine mode
|
||
|
bool IsMiniBoss( void ) const;
|
||
|
bool ShouldTauntHintIconBeVisible() const;
|
||
|
virtual bool IsHealthBarVisible( void ) const OVERRIDE;
|
||
|
|
||
|
bool CanStartPhase( void );
|
||
|
|
||
|
bool CanPickupBuilding( CBaseObject *pPickupObject );
|
||
|
bool TryToPickupBuilding( void );
|
||
|
void StartBuildingObjectOfType( int iType, int iObjectMode=0 );
|
||
|
|
||
|
void FeignDeath( CTakeDamageInfo& info );
|
||
|
|
||
|
C_CaptureZone *GetCaptureZoneStandingOn( void );
|
||
|
C_CaptureZone *GetClosestCaptureZone( void );
|
||
|
|
||
|
float GetMetersRan( void ) { return m_fMetersRan; }
|
||
|
void SetMetersRan( float fMeters, int iFrame );
|
||
|
|
||
|
CEconItemView *GetInspectItem( int *iLastItem );
|
||
|
|
||
|
void SetBodygroupsDirty( void );
|
||
|
void RecalcBodygroupsIfDirty( void );
|
||
|
|
||
|
bool CanMoveDuringTaunt();
|
||
|
bool ShouldStopTaunting();
|
||
|
bool IsTauntForceMovingForward() const { return m_bTauntForceMoveForward; }
|
||
|
float GetTauntMoveAcceleration() const { return m_flTauntMoveAccelerationTime; }
|
||
|
float GetTauntMoveSpeed() const { return m_flTauntForceMoveForwardSpeed; }
|
||
|
float GetTauntTurnAccelerationTime() const { return m_flTauntTurnAccelerationTime; }
|
||
|
bool IsReadyToTauntWithPartner( void ) const { return m_bIsReadyToHighFive; }
|
||
|
CTFPlayer * GetTauntPartner( void ) { return m_hHighFivePartner; }
|
||
|
float GetTauntYaw( void ) { return m_flTauntYaw; }
|
||
|
float GetPrevTauntYaw( void ) { return m_flPrevTauntYaw; }
|
||
|
void SetTauntYaw( float flTauntYaw );
|
||
|
int GetActiveTauntSlot() const { return m_nActiveTauntSlot; }
|
||
|
void PlayTauntSoundLoop( const char *pszSoundLoopName );
|
||
|
void StopTauntSoundLoop();
|
||
|
float GetCurrentTauntMoveSpeed() const { return m_flCurrentTauntMoveSpeed; }
|
||
|
void SetCurrentTauntMoveSpeed( float flSpeed ) { m_flCurrentTauntMoveSpeed = flSpeed; }
|
||
|
float GetVehicleReverseTime() const { return m_flVehicleReverseTime; }
|
||
|
void SetVehicleReverseTime( float flTime ) { m_flVehicleReverseTime = flTime; }
|
||
|
|
||
|
CEconItemView *GetTauntEconItemView() { return m_TauntEconItemView.IsValid() ? &m_TauntEconItemView : NULL; }
|
||
|
|
||
|
float GetHeadScale() const { return m_flHeadScale; }
|
||
|
float GetTorsoScale() const { return m_flTorsoScale; }
|
||
|
float GetHandScale() const { return m_flHandScale; }
|
||
|
float GetLastResistTime() const { return m_flLastResistTime; }
|
||
|
bool BRenderAsZombie( bool bWeaponsCheck = false );
|
||
|
static void AdjustSkinIndexForZombie( int iClassIndex, int &iSkinIndex );
|
||
|
|
||
|
// Ragdolls.
|
||
|
virtual C_BaseAnimating *BecomeRagdollOnClient();
|
||
|
virtual IRagdoll *GetRepresentativeRagdoll() const;
|
||
|
EHANDLE m_hRagdoll;
|
||
|
Vector m_vecRagdollVelocity;
|
||
|
|
||
|
// Objects
|
||
|
int CanBuild( int iObjectType, int iObjectMode=0 );
|
||
|
CUtlVector< CHandle<C_BaseObject> > m_aObjects;
|
||
|
|
||
|
virtual CStudioHdr *OnNewModel( void );
|
||
|
|
||
|
void DisplaysHintsForTarget( C_BaseEntity *pTarget );
|
||
|
|
||
|
// Shadows
|
||
|
virtual ShadowType_t ShadowCastType( void ) ;
|
||
|
virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType );
|
||
|
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
|
||
|
virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const;
|
||
|
|
||
|
CMaterialReference *GetInvulnMaterialRef( void ) { return &m_InvulnerableMaterial; }
|
||
|
bool IsNemesisOfLocalPlayer();
|
||
|
bool ShouldShowDuelingIcon();
|
||
|
bool ShouldShowNemesisIcon();
|
||
|
|
||
|
virtual IMaterial *GetHeadLabelMaterial( void );
|
||
|
|
||
|
// Spy Cigarette
|
||
|
bool CanLightCigarette( void );
|
||
|
|
||
|
void UpdateDemomanEyeEffect( int iDecapitations );
|
||
|
const char* GetDemomanEyeEffectName( int iDecapitations );
|
||
|
|
||
|
int GetCurrency( void ){ return m_nCurrency; }
|
||
|
|
||
|
virtual void UpdateMVMEyeGlowEffect( bool bVisible );
|
||
|
|
||
|
void UpdateKillStreakEffects( int iCount, bool bKillScored = false );
|
||
|
const char *GetEyeGlowEffect() { return m_pszEyeGlowEffectName; }
|
||
|
Vector GetEyeGlowColor( bool bAlternate ) { return bAlternate? m_vEyeGlowColor1 : m_vEyeGlowColor2 ; }
|
||
|
|
||
|
// Bounty Mode
|
||
|
int GetExperienceLevel( void ) { return m_nExperienceLevel; }
|
||
|
|
||
|
// Matchmaking
|
||
|
bool GetMatchSafeToLeave() { return m_bMatchSafeToLeave; }
|
||
|
|
||
|
// Halloween silliness.
|
||
|
void HalloweenBombHeadUpdate( void );
|
||
|
|
||
|
|
||
|
bool IsUsingVRHeadset( void ){ return m_bUsingVRHeadset; }
|
||
|
|
||
|
bool ShouldPlayerDrawParticles( void );
|
||
|
|
||
|
bool IsPlayerOnSteamFriendsList( C_BasePlayer *pPlayer );
|
||
|
|
||
|
protected:
|
||
|
|
||
|
void ResetFlexWeights( CStudioHdr *pStudioHdr );
|
||
|
|
||
|
virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
|
||
|
|
||
|
virtual void UpdateGlowEffect( void );
|
||
|
virtual void DestroyGlowEffect( void );
|
||
|
|
||
|
private:
|
||
|
|
||
|
bool ShouldShowPowerupGlowEffect();
|
||
|
void GetPowerupGlowEffectColor( float *r, float *g, float *b );
|
||
|
|
||
|
void HandleTaunting( void );
|
||
|
void TauntCamInterpolation( void );
|
||
|
|
||
|
void OnPlayerClassChange( void );
|
||
|
void UpdatePartyHat( void );
|
||
|
|
||
|
void InitInvulnerableMaterial( void );
|
||
|
|
||
|
void GetHorriblyHackedRailgunPosition( const Vector& vStart, Vector *out_pvStartPos );
|
||
|
void MaybeDrawRailgunBeam( IRecipientFilter *pFilter, CTFWeaponBase *pWeapon, const Vector& vStartPos, const Vector& vEndPos );
|
||
|
|
||
|
bool m_bWasTaunting;
|
||
|
bool m_bTauntInterpolating;
|
||
|
CameraThirdData_t m_TauntCameraData;
|
||
|
float m_flTauntCamCurrentDist;
|
||
|
float m_flTauntCamTargetDist;
|
||
|
float m_flTauntCamCurrentDistUp;
|
||
|
float m_flTauntCamTargetDistUp;
|
||
|
|
||
|
QAngle m_angTauntPredViewAngles;
|
||
|
QAngle m_angTauntEngViewAngles;
|
||
|
|
||
|
CSoundPatch *m_pTauntSoundLoop;
|
||
|
|
||
|
C_TFPlayerClass m_PlayerClass;
|
||
|
|
||
|
// ID Target
|
||
|
int m_iIDEntIndex;
|
||
|
int m_iForcedIDTarget;
|
||
|
|
||
|
CNewParticleEffect *m_pTeleporterEffect;
|
||
|
bool m_bToolRecordingVisibility;
|
||
|
|
||
|
int m_iOldSpawnCounter;
|
||
|
|
||
|
// Healer
|
||
|
CHandle<C_TFPlayer> m_hHealer;
|
||
|
bool m_bWasHealedByLocalPlayer;
|
||
|
float m_flHealerChargeLevel;
|
||
|
int m_iOldHealth;
|
||
|
int m_nOldMaxHealth;
|
||
|
|
||
|
float m_fMetersRan;
|
||
|
int m_iLastRanFrame;
|
||
|
|
||
|
HPARTICLEFFECT m_pEyeEffect;
|
||
|
|
||
|
bool m_bOldCustomModelVisible;
|
||
|
|
||
|
CHandle< C_BaseCombatWeapon > m_hOldActiveWeapon;
|
||
|
|
||
|
// Look At
|
||
|
/*
|
||
|
int m_headYawPoseParam;
|
||
|
int m_headPitchPoseParam;
|
||
|
float m_headYawMin;
|
||
|
float m_headYawMax;
|
||
|
float m_headPitchMin;
|
||
|
float m_headPitchMax;
|
||
|
float m_flLastBodyYaw;
|
||
|
float m_flCurrentHeadYaw;
|
||
|
float m_flCurrentHeadPitch;
|
||
|
*/
|
||
|
|
||
|
// Spy cigarette smoke
|
||
|
bool m_bCigaretteSmokeActive;
|
||
|
|
||
|
// Medic callout particle effect
|
||
|
CNewParticleEffect *m_pSaveMeEffect;
|
||
|
CNewParticleEffect *m_pTauntWithMeEffect;
|
||
|
|
||
|
bool m_bUpdateObjectHudState;
|
||
|
bool m_bBodygroupsDirty;
|
||
|
|
||
|
HPARTICLEFFECT m_hKartDamageEffect;
|
||
|
CNetworkVar( float, m_flKartNextAvailableBoost );
|
||
|
CNetworkVar( int, m_iKartHealth );
|
||
|
int m_iOldKartHealth;
|
||
|
void UpdateKartEffects();
|
||
|
|
||
|
void UpdateKartState();
|
||
|
int m_iOldKartState;
|
||
|
|
||
|
C_BaseAnimating *m_pKart;
|
||
|
|
||
|
public:
|
||
|
float GetKartSpeedBoost( void );
|
||
|
float GetKartHealth( void ) { return m_iKartHealth; }
|
||
|
|
||
|
CTFPlayerShared m_Shared;
|
||
|
friend class CTFPlayerShared;
|
||
|
|
||
|
// Called by shared code.
|
||
|
public:
|
||
|
float GetClassChangeTime() const { return m_flChangeClassTime; }
|
||
|
void SetFootStamps( int nFootStamps ) { m_nFootStamps = nFootStamps; }
|
||
|
|
||
|
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
|
||
|
bool PlayAnimEventInPrediction( PlayerAnimEvent_t event );
|
||
|
|
||
|
bool GetPredictable( void ) const;
|
||
|
|
||
|
// Halloween
|
||
|
void CreateBombonomiconHint();
|
||
|
void DestroyBombonomiconHint();
|
||
|
|
||
|
void CleanUpAnimationOnSpawn();
|
||
|
CTFPlayerAnimState *m_PlayerAnimState;
|
||
|
|
||
|
QAngle m_angEyeAngles;
|
||
|
CInterpolatedVar< QAngle > m_iv_angEyeAngles;
|
||
|
|
||
|
CNetworkHandle( C_TFItem, m_hItem );
|
||
|
|
||
|
CNetworkHandle( C_TFWeaponBase, m_hOffHandWeapon );
|
||
|
CNetworkHandle( C_TFPlayer, m_hCoach );
|
||
|
CNetworkHandle( C_TFPlayer, m_hStudent );
|
||
|
|
||
|
CGlowObject *m_pStudentGlowEffect;
|
||
|
CGlowObject *m_pPowerupGlowEffect;
|
||
|
|
||
|
int m_iOldPlayerClass; // Used to detect player class changes
|
||
|
bool m_bIsDisplayingNemesisIcon;
|
||
|
bool m_bIsDisplayingDuelingIcon;
|
||
|
bool m_bIsDisplayingIconForIT;
|
||
|
bool m_bIsDisplayingTranqMark;
|
||
|
bool m_bShouldShowBirthdayEffect;
|
||
|
|
||
|
RuneTypes_t m_eDisplayingRuneIcon;
|
||
|
|
||
|
float m_flLastDamageTime;
|
||
|
|
||
|
bool m_bInPowerPlay;
|
||
|
|
||
|
int m_iSpawnCounter;
|
||
|
bool m_bArenaSpectator;
|
||
|
|
||
|
bool m_bIsMiniBoss;
|
||
|
bool m_bIsABot;
|
||
|
int m_nBotSkill;
|
||
|
int m_nOldBotSkill;
|
||
|
bool m_bSaveMeParity;
|
||
|
bool m_bOldSaveMeParity;
|
||
|
bool m_bIsCoaching;
|
||
|
|
||
|
private:
|
||
|
void UpdateTauntItem();
|
||
|
void ParseSharedTauntDataFromEconItemView( CEconItemView *pEconItemView );
|
||
|
|
||
|
bool m_bAllowMoveDuringTaunt;
|
||
|
bool m_bTauntForceMoveForward;
|
||
|
float m_flTauntForceMoveForwardSpeed;
|
||
|
float m_flTauntMoveAccelerationTime;
|
||
|
float m_flTauntTurnSpeed;
|
||
|
float m_flTauntTurnAccelerationTime;
|
||
|
bool m_bIsReadyToHighFive;
|
||
|
CNetworkHandle( C_TFPlayer, m_hHighFivePartner );
|
||
|
int m_nForceTauntCam;
|
||
|
float m_flTauntYaw;
|
||
|
float m_flPrevTauntYaw;
|
||
|
int m_nActiveTauntSlot;
|
||
|
int m_nPrevTauntSlot;
|
||
|
item_definition_index_t m_iTauntItemDefIndex;
|
||
|
item_definition_index_t m_iPrevTauntItemDefIndex;
|
||
|
float m_flCurrentTauntMoveSpeed;
|
||
|
float m_flVehicleReverseTime;
|
||
|
|
||
|
int m_nTauntSequence;
|
||
|
float m_flTauntStartTime;
|
||
|
float m_flTauntDuration;
|
||
|
|
||
|
CEconItemView m_TauntEconItemView;
|
||
|
|
||
|
public:
|
||
|
|
||
|
int m_nOldWaterLevel;
|
||
|
float m_flWaterEntryTime;
|
||
|
bool m_bWaterExitEffectActive;
|
||
|
|
||
|
bool m_bDuckJumpInterp;
|
||
|
float m_flFirstDuckJumpInterp;
|
||
|
float m_flLastDuckJumpInterp;
|
||
|
float m_flDuckJumpInterp;
|
||
|
|
||
|
CMaterialReference m_InvulnerableMaterial;
|
||
|
|
||
|
|
||
|
// Burning
|
||
|
CSoundPatch *m_pBurningSound;
|
||
|
HPARTICLEFFECT m_pBurningEffect;
|
||
|
float m_flBurnEffectStartTime;
|
||
|
|
||
|
// Urine
|
||
|
HPARTICLEFFECT m_pUrineEffect;
|
||
|
|
||
|
// Milk
|
||
|
HPARTICLEFFECT m_pMilkEffect;
|
||
|
|
||
|
// Soldier Buff
|
||
|
HPARTICLEFFECT m_pSoldierOffensiveBuffEffect;
|
||
|
HPARTICLEFFECT m_pSoldierDefensiveBuffEffect;
|
||
|
HPARTICLEFFECT m_pSoldierOffensiveHealthRegenBuffEffect;
|
||
|
HPARTICLEFFECT m_pSoldierNoHealingDamageBuffEffect;
|
||
|
|
||
|
// Speed boost
|
||
|
HPARTICLEFFECT m_pSpeedBoostEffect;
|
||
|
|
||
|
// Taunt effects
|
||
|
HPARTICLEFFECT m_pTauntEffect;
|
||
|
|
||
|
// Temp HACK for crit boost
|
||
|
HPARTICLEFFECT m_pCritBoostEffect;
|
||
|
|
||
|
HPARTICLEFFECT m_pOverHealedEffect;
|
||
|
HPARTICLEFFECT m_pPhaseStandingEffect;
|
||
|
|
||
|
HPARTICLEFFECT m_pStunnedEffect;
|
||
|
|
||
|
HPARTICLEFFECT m_pMegaHealEffect;
|
||
|
HPARTICLEFFECT m_pRadiusHealEffect;
|
||
|
HPARTICLEFFECT m_pKingRuneRadiusEffect;
|
||
|
HPARTICLEFFECT m_pKingBuffRadiusEffect;
|
||
|
HPARTICLEFFECT m_pRunePlagueEffect;
|
||
|
C_LocalTempEntity* m_pTempShield;
|
||
|
float m_flLastResistTime;
|
||
|
|
||
|
HPARTICLEFFECT m_pSappedPlayerEffect;
|
||
|
HPARTICLEFFECT m_pMVMEyeGlowEffect[ 2 ];
|
||
|
|
||
|
// KillStreak Weapons
|
||
|
char m_pszEyeGlowEffectName[MAX_PATH];
|
||
|
Vector m_vEyeGlowColor1;
|
||
|
Vector m_vEyeGlowColor2;
|
||
|
HPARTICLEFFECT m_pEyeGlowEffect[ 2 ];
|
||
|
float m_flNextSheenStartTime;
|
||
|
|
||
|
HPARTICLEFFECT m_pMVMBotRadiowave;
|
||
|
|
||
|
HPARTICLEFFECT m_pRuneChargeReadyEffect;
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
HPARTICLEFFECT m_pRocketPackEffect;
|
||
|
#endif // STAGING_ONLY
|
||
|
|
||
|
enum EKartParticles
|
||
|
{
|
||
|
KART_PARTICLE_LEFT_LIGHT = 0,
|
||
|
KART_PARTICLE_RIGHT_LIGHT,
|
||
|
|
||
|
KART_PARTICLE_LEFT_WHEEL,
|
||
|
KART_PARTICLE_RIGHT_WHEEL,
|
||
|
NUM_KART_PARTICLES
|
||
|
};
|
||
|
HPARTICLEFFECT m_pKartParticles[ NUM_KART_PARTICLES ];
|
||
|
|
||
|
enum EKartSounds
|
||
|
{
|
||
|
KART_SOUND_ENGINE_LOOP = 0,
|
||
|
KART_SOUND_BURNOUT_LOOP,
|
||
|
|
||
|
NUM_KART_SOUNDS,
|
||
|
};
|
||
|
CSoundPatch *m_pKartSounds[ NUM_KART_SOUNDS ];
|
||
|
|
||
|
CNewParticleEffect *m_pDisguisingEffect;
|
||
|
float m_flDisguiseEffectStartTime;
|
||
|
float m_flDisguiseEndEffectStartTime;
|
||
|
|
||
|
EHANDLE m_hFirstGib;
|
||
|
EHANDLE m_hHeadGib;
|
||
|
CUtlVector<EHANDLE> m_hSpawnedGibs;
|
||
|
|
||
|
int m_iOldTeam;
|
||
|
int m_iOldClass;
|
||
|
int m_iOldDisguiseTeam;
|
||
|
int m_iOldDisguiseClass;
|
||
|
int m_iOldObserverMode;
|
||
|
EHANDLE m_hOldObserverTarget;
|
||
|
|
||
|
bool m_bDisguised;
|
||
|
int m_iPreviousMetal;
|
||
|
|
||
|
int GetNumActivePipebombs( void );
|
||
|
|
||
|
int m_iSpyMaskBodygroup;
|
||
|
Vector m_vecCustomModelOrigin;
|
||
|
|
||
|
// Halloween
|
||
|
CHandle<C_PlayerAttachedModel> m_hHalloweenBombHat;
|
||
|
CHandle<C_MerasmusBombEffect> m_hBombonomiconHint;
|
||
|
CHandle<C_PlayerAttachedModel> m_hHalloweenKartCage;
|
||
|
float m_flBombDelay;
|
||
|
|
||
|
// Achievements
|
||
|
float m_flSaveMeExpireTime;
|
||
|
|
||
|
//CountdownTimer m_LeaveServerTimer;
|
||
|
|
||
|
//----------------------------
|
||
|
// INVENTORY MANAGEMENT
|
||
|
public:
|
||
|
// IInventoryUpdateListener
|
||
|
virtual void InventoryUpdated( CPlayerInventory *pInventory );
|
||
|
virtual void SOCacheUnsubscribed( const CSteamID & steamIDOwner ) { m_Shared.SetLoadoutUnavailable( true ); }
|
||
|
void UpdateInventory( bool bInit );
|
||
|
|
||
|
// Inventory access
|
||
|
CTFPlayerInventory *Inventory( void ) { return &m_Inventory; }
|
||
|
|
||
|
bool CanDisplayAllSeeEffect( EAttackBonusEffects_t effect ) const;
|
||
|
void SetNextAllSeeEffectTime( EAttackBonusEffects_t effect, float flTime );
|
||
|
|
||
|
private:
|
||
|
CTFPlayerInventory m_Inventory;
|
||
|
bool m_bInventoryReceived;
|
||
|
|
||
|
private:
|
||
|
float m_flChangeClassTime;
|
||
|
|
||
|
float m_flWaterImpactTime;
|
||
|
RTime32 m_rtSpottedInPVSTime;
|
||
|
RTime32 m_rtJoinedSpectatorTeam;
|
||
|
RTime32 m_rtJoinedNormalTeam;
|
||
|
|
||
|
// Gibs.
|
||
|
CUtlVector< int > m_aSillyGibs;
|
||
|
CUtlVector< char* > m_aNormalGibs;
|
||
|
CUtlVector<breakmodel_t> m_aGibs;
|
||
|
|
||
|
C_TFPlayer( const C_TFPlayer & );
|
||
|
|
||
|
mutable char m_bIsCalculatingMaximumSpeed;
|
||
|
|
||
|
// In-game currency
|
||
|
int m_nCurrency;
|
||
|
int m_nOldCurrency;
|
||
|
|
||
|
// Bounty Mode
|
||
|
int m_nExperienceLevel;
|
||
|
int m_nExperienceLevelProgress;
|
||
|
int m_nPrevExperienceLevel;
|
||
|
|
||
|
// Matchmaking
|
||
|
// is this player bound to the match on penalty of abandon. Sync'd via local-player-only DT
|
||
|
bool m_bMatchSafeToLeave;
|
||
|
|
||
|
// Medic healtarget active weapon ammo/clip count
|
||
|
uint16 m_nActiveWpnClip;
|
||
|
|
||
|
// Blast jump whistle
|
||
|
CSoundPatch *m_pBlastJumpLoop;
|
||
|
float m_flBlastJumpLaunchTime;
|
||
|
|
||
|
CNetworkVar( float, m_flHeadScale );
|
||
|
CNetworkVar( float, m_flTorsoScale );
|
||
|
CNetworkVar( float, m_flHandScale );
|
||
|
|
||
|
// Allseecrit throttle - other clients ask us if we can be the source of another particle+sound
|
||
|
float m_flNextMiniCritEffectTime[ kBonusEffect_Count ];
|
||
|
|
||
|
CNetworkVar( bool, m_bUseBossHealthBar );
|
||
|
|
||
|
CNetworkVar( bool, m_bUsingVRHeadset );
|
||
|
|
||
|
CNetworkVar( bool, m_bForcedSkin );
|
||
|
CNetworkVar( int, m_nForcedSkin );
|
||
|
|
||
|
int m_nFootStamps;
|
||
|
|
||
|
vgui::DHANDLE< CTFReviveDialog > m_hRevivePrompt;
|
||
|
|
||
|
public:
|
||
|
void SetShowHudMenuTauntSelection( bool bShow ) { m_bShowHudMenuTauntSelection = bShow; }
|
||
|
bool ShouldShowHudMenuTauntSelection() const { return m_bShowHudMenuTauntSelection; }
|
||
|
|
||
|
private:
|
||
|
bool m_bShowHudMenuTauntSelection;
|
||
|
|
||
|
public:
|
||
|
CBaseEntity *GetGrapplingHookTarget() const { return m_hGrapplingHookTarget; }
|
||
|
|
||
|
bool IsUsingActionSlot() const { return m_bUsingActionSlot; }
|
||
|
void SetUsingActionSlot( bool bUsingActionSlot ) { m_bUsingActionSlot = bUsingActionSlot; }
|
||
|
|
||
|
void SetSecondaryLastWeapon( CBaseCombatWeapon *pSecondaryLastWeapon ) { m_hSecondaryLastWeapon = pSecondaryLastWeapon; }
|
||
|
CBaseCombatWeapon* GetSecondaryLastWeapon() const { return m_hSecondaryLastWeapon; }
|
||
|
|
||
|
bool CanPickupDroppedWeapon( const C_TFDroppedWeapon *pWeapon );
|
||
|
C_TFDroppedWeapon* GetDroppedWeaponInRange();
|
||
|
|
||
|
bool HasCampaignMedal( int iMedal );
|
||
|
CampaignMedalDisplayType_t GetCampaignMedalType( void );
|
||
|
const char *GetCampaignMedalImage( void );
|
||
|
|
||
|
void SetInspectTime( float flInspectTime ) { m_flInspectTime = flInspectTime; }
|
||
|
bool IsInspecting() const;
|
||
|
void HandleInspectHint();
|
||
|
|
||
|
bool AddOverheadEffect( const char *pszEffectName );
|
||
|
void RemoveOverheadEffect( const char *pszEffectName, bool bRemoveInstantly );
|
||
|
void UpdateOverheadEffects();
|
||
|
Vector GetOverheadEffectPosition();
|
||
|
|
||
|
int GetSkinOverride() const { return m_iPlayerSkinOverride; }
|
||
|
|
||
|
private:
|
||
|
CNetworkHandle( CBaseEntity, m_hGrapplingHookTarget );
|
||
|
CNetworkHandle( CBaseCombatWeapon, m_hSecondaryLastWeapon );
|
||
|
CNetworkVar( bool, m_bUsingActionSlot );
|
||
|
CNetworkVar( int, m_iCampaignMedals );
|
||
|
CNetworkVar( float, m_flInspectTime );
|
||
|
|
||
|
bool m_bNotifiedWeaponInspectThisLife;
|
||
|
|
||
|
C_PasstimePlayerReticle *m_pPasstimePlayerReticle;
|
||
|
C_PasstimeAskForBallReticle *m_pPasstimeAskForBallReticle;
|
||
|
|
||
|
CUtlMap< const char *, HPARTICLEFFECT > m_mapOverheadEffects;
|
||
|
float m_flOverheadEffectStartTime;
|
||
|
|
||
|
CNetworkVar( int, m_iPlayerSkinOverride );
|
||
|
};
|
||
|
|
||
|
inline C_TFPlayer* ToTFPlayer( C_BaseEntity *pEntity )
|
||
|
{
|
||
|
if ( !pEntity || !pEntity->IsPlayer() )
|
||
|
return NULL;
|
||
|
|
||
|
Assert( dynamic_cast<C_TFPlayer*>( pEntity ) != 0 );
|
||
|
return static_cast< C_TFPlayer* >( pEntity );
|
||
|
}
|
||
|
|
||
|
void SetAppropriateCamera( C_TFPlayer *pPlayer );
|
||
|
|
||
|
class C_TFPlayerPreviewEffect
|
||
|
{
|
||
|
public:
|
||
|
// If you re-order this list, please update TF_ImportPreview_Effect* in tf_english.txt
|
||
|
enum PREVIEW_EFFECT
|
||
|
{
|
||
|
PREVIEW_EFFECT_NONE,
|
||
|
PREVIEW_EFFECT_UBER,
|
||
|
//PREVIEW_EFFECT_CRIT, // Punting on particle effects for now
|
||
|
PREVIEW_EFFECT_URINE,
|
||
|
//PREVIEW_EFFECT_MILK, // Punting on particle effects for now
|
||
|
//PREVIEW_EFFECT_INVIS, // The CMDLPanel draw path doesn't handle transparency at the moment
|
||
|
PREVIEW_EFFECT_BURN,
|
||
|
NUM_PREVIEW_EFFECTS
|
||
|
};
|
||
|
|
||
|
public:
|
||
|
C_TFPlayerPreviewEffect();
|
||
|
|
||
|
void SetEffect(PREVIEW_EFFECT nEffect) { m_nPreviewEffect = nEffect; }
|
||
|
PREVIEW_EFFECT GetEffect() const { return m_nPreviewEffect; }
|
||
|
|
||
|
void SetTeam(int nTeam);
|
||
|
int GetTeam() const { return m_nTeam; }
|
||
|
|
||
|
CMaterialReference *GetInvulnMaterialRef( void ) { return &m_InvulnerableMaterial; }
|
||
|
|
||
|
void Reset();
|
||
|
|
||
|
protected:
|
||
|
PREVIEW_EFFECT m_nPreviewEffect;
|
||
|
int m_nTeam;
|
||
|
CMaterialReference m_InvulnerableMaterial;
|
||
|
};
|
||
|
extern C_TFPlayerPreviewEffect g_PlayerPreviewEffect;
|
||
|
|
||
|
#endif // C_TF_PLAYER_H
|