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