Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef HL2MP_PLAYER_H
#define HL2MP_PLAYER_H
#pragma once
class CHL2MP_Player;
#include "basemultiplayerplayer.h"
#include "hl2_playerlocaldata.h"
#include "hl2_player.h"
#include "simtimer.h"
#include "soundenvelope.h"
#include "hl2mp_player_shared.h"
#include "hl2mp_gamerules.h"
#include "utldict.h"
//=============================================================================
// >> HL2MP_Player
//=============================================================================
class CHL2MPPlayerStateInfo
{
public:
HL2MPPlayerState m_iPlayerState;
const char *m_pStateName;
void (CHL2MP_Player::*pfnEnterState)(); // Init and deinit the state.
void (CHL2MP_Player::*pfnLeaveState)();
void (CHL2MP_Player::*pfnPreThink)(); // Do a PreThink() in this state.
};
class CHL2MP_Player : public CHL2_Player
{
public:
DECLARE_CLASS( CHL2MP_Player, CHL2_Player );
CHL2MP_Player();
~CHL2MP_Player( void );
static CHL2MP_Player *CreatePlayer( const char *className, edict_t *ed )
{
CHL2MP_Player::s_PlayerEdict = ed;
return (CHL2MP_Player*)CreateEntityByName( className );
}
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
virtual void Precache( void );
virtual void Spawn( void );
virtual void PostThink( void );
virtual void PreThink( void );
virtual void PlayerDeathThink( void );
virtual void SetAnimation( PLAYER_ANIM playerAnim );
virtual bool HandleCommand_JoinTeam( int team );
virtual bool ClientCommand( const CCommand &args );
virtual void CreateViewModel( int viewmodelindex = 0 );
virtual bool BecomeRagdollOnClient( const Vector &force );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo );
virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const;
virtual void FireBullets ( const FireBulletsInfo_t &info );
virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0);
virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
virtual void ChangeTeam( int iTeam ) OVERRIDE;
virtual void PickupObject ( CBaseEntity *pObject, bool bLimitMassAndSize );
virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
virtual void UpdateOnRemove( void );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual CBaseEntity* EntSelectSpawnPoint( void );
int FlashlightIsOn( void );
void FlashlightTurnOn( void );
void FlashlightTurnOff( void );
void PrecacheFootStepSounds( void );
bool ValidatePlayerModel( const char *pModel );
QAngle GetAnimEyeAngles( void ) { return m_angEyeAngles.Get(); }
Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
void CheatImpulseCommands( int iImpulse );
void CreateRagdollEntity( void );
void GiveAllItems( void );
void GiveDefaultItems( void );
void NoteWeaponFired( void );
void ResetAnimation( void );
void SetPlayerModel( void );
void SetPlayerTeamModel( void );
Activity TranslateTeamActivity( Activity ActToTranslate );
float GetNextModelChangeTime( void ) { return m_flNextModelChangeTime; }
float GetNextTeamChangeTime( void ) { return m_flNextTeamChangeTime; }
void PickDefaultSpawnTeam( void );
void SetupPlayerSoundsByModel( const char *pModelName );
const char *GetPlayerModelSoundPrefix( void );
int GetPlayerModelType( void ) { return m_iPlayerSoundType; }
void DetonateTripmines( void );
void Reset();
bool IsReady();
void SetReady( bool bReady );
void CheckChatText( char *p, int bufsize );
void State_Transition( HL2MPPlayerState newState );
void State_Enter( HL2MPPlayerState newState );
void State_Leave();
void State_PreThink();
CHL2MPPlayerStateInfo *State_LookupInfo( HL2MPPlayerState state );
void State_Enter_ACTIVE();
void State_PreThink_ACTIVE();
void State_Enter_OBSERVER_MODE();
void State_PreThink_OBSERVER_MODE();
virtual bool StartObserverMode( int mode );
virtual void StopObserverMode( void );
Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
// Tracks our ragdoll entity.
CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
virtual bool CanHearAndReadChatFrom( CBasePlayer *pPlayer );
private:
CNetworkQAngle( m_angEyeAngles );
CPlayerAnimState m_PlayerAnimState;
int m_iLastWeaponFireUsercmd;
int m_iModelType;
CNetworkVar( int, m_iSpawnInterpCounter );
CNetworkVar( int, m_iPlayerSoundType );
float m_flNextModelChangeTime;
float m_flNextTeamChangeTime;
float m_flSlamProtectTime;
HL2MPPlayerState m_iPlayerState;
CHL2MPPlayerStateInfo *m_pCurStateInfo;
bool ShouldRunRateLimitedCommand( const CCommand &args );
// This lets us rate limit the commands the players can execute so they don't overflow things like reliable buffers.
CUtlDict<float,int> m_RateLimitLastCommandTimes;
bool m_bEnterObserver;
bool m_bReady;
};
inline CHL2MP_Player *ToHL2MPPlayer( CBaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
return dynamic_cast<CHL2MP_Player*>( pEntity );
}
#endif //HL2MP_PLAYER_H