//========= 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" 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; } // ----------------------- // 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; C_BaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class 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; C_BaseCombatWeapon *GetWeapon( int i ) const; // This is a sort of hack back-door only used by physgun! void SetAmmoCount( int iCount, int iAmmoIndex ); 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: float m_flNextAttack; protected: int m_bloodColor; // color of blood particless private: CNetworkArray( int, m_iAmmo, MAX_AMMO_TYPES ); CHandle m_hMyWeapons[MAX_WEAPONS]; CHandle< C_BaseCombatWeapon > m_hActiveWeapon; 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 }; inline C_BaseCombatCharacter *ToBaseCombatCharacter( C_BaseEntity *pEntity ) { if ( !pEntity || !pEntity->IsBaseCombatCharacter() ) return NULL; #if _DEBUG return dynamic_cast( pEntity ); #else return static_cast( pEntity ); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- inline int C_BaseCombatCharacter::WeaponCount() const { return MAX_WEAPONS; } //----------------------------------------------------------------------------- // Purpose: // Input : i - //----------------------------------------------------------------------------- inline C_BaseCombatWeapon *C_BaseCombatCharacter::GetWeapon( int i ) const { Assert( (i >= 0) && (i < MAX_WEAPONS) ); return m_hMyWeapons[i].Get(); } EXTERN_RECV_TABLE(DT_BaseCombatCharacter); #endif // C_BASECOMBATCHARACTER_H