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50 lines
1.1 KiB
50 lines
1.1 KiB
//========= 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_HL1_PLAYER_H |
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#define C_HL1_PLAYER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "c_baseplayer.h" |
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#define CHL1_Player C_HL1_Player |
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class C_HL1_Player : public C_BasePlayer |
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{ |
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public: |
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DECLARE_CLASS( C_HL1_Player, C_BasePlayer ); |
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DECLARE_CLIENTCLASS(); |
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C_HL1_Player(); |
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bool IsPullingObject() { return m_bIsPullingObject; } |
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CNetworkVar( bool, m_bHasLongJump ); |
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CNetworkVar( int, m_nFlashBattery ); |
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CNetworkVar( bool, m_bIsPullingObject ); |
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CNetworkVar( float, m_flStartCharge ); |
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CNetworkVar( float, m_flAmmoStartCharge ); |
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CNetworkVar( float, m_flPlayAftershock ); |
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CNetworkVar( float, m_flNextAmmoBurn ); // while charging, when to absorb another unit of player's ammo? |
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private: |
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C_HL1_Player( const C_HL1_Player & ); |
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}; |
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inline C_HL1_Player *ToHL1Player( CBaseEntity *pEntity ) |
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{ |
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if ( !pEntity || !pEntity->IsPlayer() ) |
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return NULL; |
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return dynamic_cast<C_HL1_Player*>( pEntity ); |
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} |
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#endif //C_HL1_PLAYER_H
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