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47 lines
1.5 KiB
47 lines
1.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef IVEHICLE_H |
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#define IVEHICLE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "baseplayer_shared.h" |
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class CUserCmd; |
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class IMoveHelper; |
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class CMoveData; |
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class CBaseCombatCharacter; |
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// This is used by the player to access vehicles. It's an interface so the |
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// vehicles are not restricted in what they can derive from. |
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abstract_class IVehicle |
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{ |
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public: |
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// Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers |
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virtual CBaseCombatCharacter* GetPassenger( int nRole = VEHICLE_ROLE_DRIVER ) = 0; |
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virtual int GetPassengerRole( CBaseCombatCharacter *pPassenger ) = 0; |
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// Where is the passenger seeing from? |
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virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL ) = 0; |
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// Does the player use his normal weapons while in this mode? |
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virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) = 0; |
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// Process movement |
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0; |
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) = 0; |
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) = 0; |
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// Process input |
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virtual void ItemPostFrame( CBasePlayer *pPlayer ) = 0; |
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}; |
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#endif // IVEHICLE_H
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