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game/client/c_basecombatcharacter.h
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181
game/client/c_basecombatcharacter.h
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Defines the client-side representation of CBaseCombatCharacter.
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef C_BASECOMBATCHARACTER_H
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#define C_BASECOMBATCHARACTER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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#include "c_baseflex.h"
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#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
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class C_BaseCombatWeapon;
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class C_WeaponCombatShield;
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class C_BaseCombatCharacter : public C_BaseFlex
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{
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DECLARE_CLASS( C_BaseCombatCharacter, C_BaseFlex );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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C_BaseCombatCharacter( void );
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virtual ~C_BaseCombatCharacter( void );
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virtual bool IsBaseCombatCharacter( void ) { return true; };
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virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return this; }
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virtual void DropPhysicsMag( const char *options ) {}
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// -----------------------
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// Vision
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// -----------------------
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enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV };
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bool IsAbleToSee( const CBaseEntity *entity, FieldOfViewCheckType checkFOV ); // Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
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bool IsAbleToSee( C_BaseCombatCharacter *pBCC, FieldOfViewCheckType checkFOV ); // Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
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virtual bool IsLookingTowards( const CBaseEntity *target, float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
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virtual bool IsLookingTowards( const Vector &target, float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
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virtual bool IsInFieldOfView( CBaseEntity *entity ) const; // Calls IsLookingAt with the current field of view.
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virtual bool IsInFieldOfView( const Vector &pos ) const;
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enum LineOfSightCheckType
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{
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IGNORE_NOTHING,
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IGNORE_ACTORS
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};
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virtual bool IsLineOfSightClear( CBaseEntity *entity, LineOfSightCheckType checkType = IGNORE_NOTHING ) const;// strictly LOS check with no other considerations
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virtual bool IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType = IGNORE_NOTHING, CBaseEntity *entityToIgnore = NULL ) const;
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int LastHitGroup() const { return m_LastHitGroup; }
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// -----------------------
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// Ammo
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// -----------------------
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void RemoveAmmo( int iCount, int iAmmoIndex );
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void RemoveAmmo( int iCount, const char *szName );
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void RemoveAllAmmo( );
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int GetAmmoCount( int iAmmoIndex ) const;
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int GetAmmoCount( char *szName ) const;
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virtual C_BaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class
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virtual C_BaseCombatWeapon *Weapon_GetSlot( int slot ) const;
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virtual C_BaseCombatWeapon *Weapon_GetPosition( int pos ) const;
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virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
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virtual bool Weapon_CanSwitchTo(C_BaseCombatWeapon *pWeapon);
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// I can't use my current weapon anymore. Switch me to the next best weapon.
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bool SwitchToNextBestWeapon(C_BaseCombatWeapon *pCurrent);
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virtual C_BaseCombatWeapon *GetActiveWeapon( void ) const;
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int WeaponCount() const;
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virtual C_BaseCombatWeapon *GetWeapon( int i ) const;
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// This is a sort of hack back-door only used by physgun!
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void SetAmmoCount( int iCount, int iAmmoIndex );
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bool HasEverBeenInjured( void ) const;
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float GetTimeSinceLastInjury( void ) const;
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RelativeDamagedDirection_t GetLastInjuryRelativeDirection( void ) { return m_nRelativeDirectionOfLastInjury; }
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float GetNextAttack() const { return m_flNextAttack; }
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void SetNextAttack( float flWait ) { m_flNextAttack = flWait; }
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virtual int BloodColor();
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// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
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void SetBloodColor( int nBloodColor );
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virtual void DoMuzzleFlash();
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public:
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// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
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float m_flNextAttack;
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private:
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bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;
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public:
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int m_LastHitGroup;
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private:
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CNetworkArray( int, m_iAmmo, MAX_AMMO_TYPES );
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CHandle<C_BaseCombatWeapon> m_hMyWeapons[MAX_WEAPONS];
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CHandle< C_BaseCombatWeapon > m_hActiveWeapon;
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float m_flTimeOfLastInjury;
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RelativeDamagedDirection_t m_nRelativeDirectionOfLastInjury;
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// END PREDICTION DATA COMPACTION
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protected:
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int m_bloodColor; // color of blood particless
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private:
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private:
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C_BaseCombatCharacter( const C_BaseCombatCharacter & ); // not defined, not accessible
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//-----------------------
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#ifdef INVASION_CLIENT_DLL
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public:
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virtual void Release( void );
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virtual void SetDormant( bool bDormant );
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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// TF2 Powerups
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virtual bool CanBePoweredUp( void ) { return true; }
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bool HasPowerup( int iPowerup ) { return ( m_iPowerups & (1 << iPowerup) ) != 0; };
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virtual void PowerupStart( int iPowerup, bool bInitial );
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virtual void PowerupEnd( int iPowerup );
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void RemoveAllPowerups( void );
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// Powerup effects
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void AddEMPEffect( float flSize );
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void AddBuffEffect( float flSize );
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C_WeaponCombatShield *GetShield( void );
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public:
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int m_iPowerups;
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int m_iPrevPowerups;
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#endif
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public:
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virtual void OnDataChanged( DataUpdateType_t updateType );
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};
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inline C_BaseCombatCharacter *ToBaseCombatCharacter( C_BaseEntity *pEntity )
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{
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return pEntity ? pEntity->MyCombatCharacterPointer() : NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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inline int C_BaseCombatCharacter::WeaponCount() const
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{
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return MAX_WEAPONS;
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}
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EXTERN_RECV_TABLE(DT_BaseCombatCharacter);
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#endif // C_BASECOMBATCHARACTER_H
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