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: Player for SDK Game
//
// $NoKeywords: $
//=============================================================================//
#ifndef SDK_PLAYER_H
#define SDK_PLAYER_H
#pragma once
#include "player.h"
#include "server_class.h"
#include "sdk_playeranimstate.h"
#include "sdk_shareddefs.h"
//=============================================================================
// >> SDK Game player
//=============================================================================
class CSDKPlayer : public CBasePlayer, public ISDKPlayerAnimStateHelpers
{
public:
DECLARE_CLASS( CSDKPlayer, CBasePlayer );
DECLARE_SERVERCLASS();
DECLARE_PREDICTABLE();
DECLARE_DATADESC();
CSDKPlayer();
~CSDKPlayer();
static CSDKPlayer *CreatePlayer( const char *className, edict_t *ed );
static CSDKPlayer* Instance( int iEnt );
// This passes the event to the client's and server's CPlayerAnimState.
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
virtual void FlashlightTurnOn( void );
virtual void FlashlightTurnOff( void );
virtual int FlashlightIsOn( void );
virtual void PreThink();
virtual void PostThink();
virtual void Spawn();
virtual void InitialSpawn();
virtual void Precache();
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void LeaveVehicle( const Vector &vecExitPoint, const QAngle &vecExitAngles );
CWeaponSDKBase* GetActiveSDKWeapon() const;
virtual void CreateViewModel( int viewmodelindex = 0 );
virtual void CheatImpulseCommands( int iImpulse );
CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations.
CNetworkQAngle( m_angEyeAngles ); // Copied from EyeAngles() so we can send it to the client.
CNetworkVar( int, m_iShotsFired ); // number of shots fired recently
// Tracks our ragdoll entity.
CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
// In shared code.
public:
// ISDKPlayerAnimState overrides.
virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon();
virtual bool SDKAnim_CanMove();
void FireBullet(
Vector vecSrc,
const QAngle &shootAngles,
float vecSpread,
int iDamage,
int iBulletType,
CBaseEntity *pevAttacker,
bool bDoEffects,
float x,
float y );
private:
void CreateRagdollEntity();
ISDKPlayerAnimState *m_PlayerAnimState;
};
inline CSDKPlayer *ToSDKPlayer( CBaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
#ifdef _DEBUG
Assert( dynamic_cast<CSDKPlayer*>( pEntity ) != 0 );
#endif
return static_cast< CSDKPlayer* >( pEntity );
}
#endif // SDK_PLAYER_H