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52 lines
1.9 KiB
C++
52 lines
1.9 KiB
C++
#ifndef _INCLUDED_C_ASW_JEEP_CLIENTSIDE_H
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#define _INCLUDED_C_ASW_JEEP_CLIENTSIDE_H
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#pragma once
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#include "c_asw_jeep.h"
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//=============================================================================
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//
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// Client-side Jeep Class
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//
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class C_ASW_PropJeep_Clientside : public C_ASW_PropJeep
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{
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DECLARE_CLASS( C_ASW_PropJeep_Clientside, C_ASW_PropJeep );
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public:
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C_ASW_PropJeep_Clientside();
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virtual ~C_ASW_PropJeep_Clientside();
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virtual void Spawn();
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bool Initialize();
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virtual void ClientThink();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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static C_ASW_PropJeep_Clientside *CreateNew(bool bForce = false);
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// asw
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virtual void InitPhysics();
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virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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virtual void ProcessMovement( C_BasePlayer *pPlayer, CMoveData *pMoveData );
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virtual void DriveVehicle( C_BasePlayer *pPlayer, CUserCmd *ucmd );
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virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased );
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virtual void UpdateSteeringAngle();
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virtual void ThinkTick();
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
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virtual bool ShouldPredict() { return true; }
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// asw: our clientside physics
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C_ASW_FourWheelVehiclePhysics m_VehiclePhysics;
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// implement our asw vehicle interface (pass these on to the dummy)
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virtual int ASWGetNumPassengers();
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virtual C_ASW_Marine* ASWGetDriver();
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virtual C_ASW_Marine* ASWGetPassenger(int i);
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IASW_Client_Vehicle* GetDummy(); // the dummy entity that other players see for our vehicle
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virtual void ASWStartEngine();
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virtual void ASWStopEngine(); // destroys the vehicle!
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virtual bool ValidUseTarget() { return false; }
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bool m_bInitialisedPhysics; // asw
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bool bDestroyVehicle;
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};
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#endif // _INCLUDED_C_ASW_JEEP_CLIENTSIDE_H
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