1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/cl_dll/c_basecombatcharacter.h

102 lines
2.9 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"
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 );
public:
float m_flNextAttack;
protected:
int m_bloodColor; // color of blood particless
private:
CNetworkArray( int, m_iAmmo, MAX_AMMO_TYPES );
CHandle<C_BaseCombatWeapon> m_hMyWeapons[MAX_WEAPONS];
CHandle< C_BaseCombatWeapon > m_hActiveWeapon;
private:
C_BaseCombatCharacter( const C_BaseCombatCharacter & ); // not defined, not accessible
//-----------------------
};
inline C_BaseCombatCharacter *ToBaseCombatCharacter( C_BaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsBaseCombatCharacter() )
return NULL;
#if _DEBUG
return dynamic_cast<C_BaseCombatCharacter *>( pEntity );
#else
return static_cast<C_BaseCombatCharacter *>( pEntity );
#endif
}
EXTERN_RECV_TABLE(DT_BaseCombatCharacter);
#endif // C_BASECOMBATCHARACTER_H