mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
200 lines
6.9 KiB
C++
200 lines
6.9 KiB
C++
//========= Copyright 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"
|
|
#ifdef GLOWS_ENABLE
|
|
#include "glow_outline_effect.h"
|
|
#endif // GLOWS_ENABLE
|
|
|
|
class C_BaseCombatWeapon;
|
|
class C_WeaponCombatShield;
|
|
|
|
#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
|
|
|
|
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 void OnPreDataChanged( DataUpdateType_t updateType );
|
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
|
|
|
virtual bool IsBaseCombatCharacter( void ) { return true; };
|
|
virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return this; }
|
|
|
|
// -----------------------
|
|
// 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;
|
|
|
|
|
|
// -----------------------
|
|
// 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();
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
CGlowObject *GetGlowObject( void ){ return m_pGlowEffect; }
|
|
virtual void GetGlowEffectColor( float *r, float *g, float *b );
|
|
// void EnableGlowEffect( float r, float g, float b );
|
|
|
|
void SetClientSideGlowEnabled( bool bEnabled ){ m_bClientSideGlowEnabled = bEnabled; UpdateGlowEffect(); }
|
|
bool IsClientSideGlowEnabled( void ){ return m_bClientSideGlowEnabled; }
|
|
#endif // GLOWS_ENABLE
|
|
|
|
public:
|
|
|
|
float m_flNextAttack;
|
|
|
|
protected:
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
virtual void UpdateGlowEffect( void );
|
|
virtual void DestroyGlowEffect( void );
|
|
#endif // GLOWS_ENABLE
|
|
|
|
int m_bloodColor; // color of blood particless
|
|
|
|
private:
|
|
bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;
|
|
|
|
CNetworkArray( int, m_iAmmo, MAX_AMMO_TYPES );
|
|
|
|
CHandle<C_BaseCombatWeapon> m_hMyWeapons[MAX_WEAPONS];
|
|
CHandle< C_BaseCombatWeapon > m_hActiveWeapon;
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
bool m_bClientSideGlowEnabled; // client-side only value used for spectator
|
|
bool m_bGlowEnabled; // networked value
|
|
bool m_bOldGlowEnabled;
|
|
CGlowObject *m_pGlowEffect;
|
|
#endif // GLOWS_ENABLE
|
|
|
|
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<C_BaseCombatCharacter *>( pEntity );
|
|
#else
|
|
return static_cast<C_BaseCombatCharacter *>( 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
|