csgo-2018-source/game/client/c_basecombatcharacter.h
2021-07-24 21:11:47 -07:00

182 lines
6.1 KiB
C++

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