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: Shared Player Variables / Functions and variables that may or may not be networked
//
//===========================================================================================//
#ifndef SDK_PLAYER_SHARED_H
#define SDK_PLAYER_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "networkvar.h"
#include "weapon_sdkbase.h"
#ifdef CLIENT_DLL
class C_SDKPlayer;
#else
class CSDKPlayer;
#endif
class CSDKPlayerShared
{
public:
#ifdef CLIENT_DLL
friend class C_SDKPlayer;
typedef C_SDKPlayer OuterClass;
DECLARE_PREDICTABLE();
#else
friend class CSDKPlayer;
typedef CSDKPlayer OuterClass;
#endif
DECLARE_EMBEDDED_NETWORKVAR()
DECLARE_CLASS_NOBASE( CSDKPlayerShared );
CSDKPlayerShared();
~CSDKPlayerShared();
#if defined ( SDK_USE_STAMINA ) || defined ( SDK_USE_SPRINTING )
void SetStamina( float stamina );
float GetStamina( void ) { return m_flStamina; }
#endif // SDK_USE_STAMINA || SDK_USE_SPRINTING
void Init( OuterClass *pOuter );
bool IsSniperZoomed( void ) const;
bool IsDucking( void ) const;
#if defined ( SDK_USE_PLAYERCLASSES )
void SetDesiredPlayerClass( int playerclass );
int DesiredPlayerClass( void );
void SetPlayerClass( int playerclass );
int PlayerClass( void );
#endif
CWeaponSDKBase* GetActiveSDKWeapon() const;
#if defined ( SDK_USE_PRONE )
void StartGoingProne( void );
void StandUpFromProne( void );
bool IsProne() const;
bool IsGettingUpFromProne() const;
bool IsGoingProne() const;
void SetProne( bool bProne, bool bNoAnimation = false );
bool CanChangePosition( void );
#endif
bool IsJumping( void ) { return m_bJumping; }
void SetJumping( bool bJumping );
void ForceUnzoom( void );
#ifdef SDK_USE_SPRINTING
bool IsSprinting( void ) { return m_bIsSprinting; }
void SetSprinting( bool bSprinting );
void StartSprinting( void );
void StopSprinting( void );
void ResetSprintPenalty( void );
#endif
void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
private:
#if defined ( SDK_USE_PRONE )
CNetworkVar( bool, m_bProne );
#endif
#if defined ( SDK_USE_PLAYERCLASSES )
CNetworkVar( int, m_iPlayerClass );
CNetworkVar( int, m_iDesiredPlayerClass );
#endif
#if defined ( SDK_USE_SPRINTING )
CNetworkVar( bool, m_bIsSprinting );
bool m_bGaveSprintPenalty;
#endif
#if defined ( SDK_USE_STAMINA ) || defined ( SDK_USE_SPRINTING )
CNetworkVar( float, m_flStamina );
#endif // SDK_USE_STAMINA || SDK_USE_SPRINTING
public:
#ifdef SDK_USE_PRONE
float m_flNextProneCheck; // Prevent it switching their prone state constantly.
CNetworkVar( float, m_flUnProneTime );
CNetworkVar( float, m_flGoProneTime );
CNetworkVar( bool, m_bForceProneChange );
#endif
bool m_bJumping;
float m_flLastViewAnimationTime;
//Tony; player speeds; at spawn server and client update both of these based on class (if any)
float m_flRunSpeed;
float m_flSprintSpeed;
float m_flProneSpeed;
private:
OuterClass *m_pOuter;
};
#endif //SDK_PLAYER_SHARED_H