mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#ifndef ICLIENTVEHICLE_H
|
|
#define ICLIENTVEHICLE_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "IVehicle.h"
|
|
|
|
class C_BasePlayer;
|
|
class Vector;
|
|
class QAngle;
|
|
class C_BaseEntity;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: All client vehicles must implement this interface.
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IClientVehicle : public IVehicle
|
|
{
|
|
public:
|
|
// When a player is in a vehicle, here's where the camera will be
|
|
virtual void GetVehicleFOV( float &flFOV ) = 0;
|
|
|
|
// Allows the vehicle to restrict view angles, blend, etc.
|
|
virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd ) = 0;
|
|
|
|
// Hud redraw...
|
|
virtual void DrawHudElements() = 0;
|
|
|
|
// Is this predicted?
|
|
virtual bool IsPredicted() const = 0;
|
|
|
|
// Get the entity associated with the vehicle.
|
|
virtual C_BaseEntity *GetVehicleEnt() = 0;
|
|
|
|
// Allows the vehicle to change the near clip plane
|
|
virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const = 0;
|
|
|
|
// Allows vehicles to choose their own curves for players using joysticks
|
|
virtual int GetJoystickResponseCurve() const = 0;
|
|
|
|
#ifdef HL2_CLIENT_DLL
|
|
// Ammo in the vehicles
|
|
virtual int GetPrimaryAmmoType() const = 0;
|
|
virtual int GetPrimaryAmmoClip() const = 0;
|
|
virtual bool PrimaryAmmoUsesClips() const = 0;
|
|
virtual int GetPrimaryAmmoCount() const = 0;
|
|
#endif
|
|
};
|
|
|
|
|
|
#endif // ICLIENTVEHICLE_H
|