Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================
#if !defined( IMARINEGAMEMOVEMENT_H )
#define IMARINEGAMEMOVEMENT_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "interface.h"
#include "imovehelper.h"
#include "const.h"
#include "igamemovement.h"
//-----------------------------------------------------------------------------
// Name of the class implementing the game movement.
//-----------------------------------------------------------------------------
#define INTERFACENAME_MARINEGAMEMOVEMENT "MarineGameMovement001"
//-----------------------------------------------------------------------------
// Purpose: The basic marine movement interface
//-----------------------------------------------------------------------------
class IMarineGameMovement
{
public:
virtual ~IMarineGameMovement( void ) {}
// Process the current movement command
virtual void ProcessMovement( CBasePlayer *pPlayer, CBaseEntity *pMarine, CMoveData *pMove ) = 0;
// Allows other parts of the engine to find out the normal and ducked player bbox sizes
virtual Vector const& GetPlayerMins( bool ducked ) const = 0;
virtual Vector const& GetPlayerMaxs( bool ducked ) const = 0;
virtual Vector const& GetPlayerViewOffset( bool ducked ) const = 0;
};
#endif // IMARINEGAMEMOVEMENT_H