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69 lines
1.4 KiB
C++
69 lines
1.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PLAYER_CONTROL_H
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#define PLAYER_CONTROL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basecombatcharacter.h"
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enum PC_TraceDir_t
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{
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PC_TRACE_LEFT,
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PC_TRACE_RIGHT,
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PC_TRACE_UP,
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PC_TRACE_DOWN,
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PC_TRACE_FORWARD,
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PC_TRACE_LAST,
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};
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#define PCONTROL_CLIP_DIST 1600
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class CPlayer_Control : public CBaseCombatCharacter
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{
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public:
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DECLARE_CLASS( CPlayer_Control, CBaseCombatCharacter );
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void ControlActivate( void );
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void ControlDeactivate( void );
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void Precache(void);
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void Spawn(void);
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bool CreateVPhysics( void );
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int UpdateTransmitState();
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// Inputs
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void InputActivate( inputdata_t &inputdata );
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void InputDeactivate( inputdata_t &inputdata );
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void InputSetThrust( inputdata_t &inputdata );
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void InputSetSideThrust( inputdata_t &inputdata );
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float PlayerControlClipDistance(void);
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bool m_bActive;
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// Static
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int m_nPClipTraceDir;
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float m_flCurrMinClipDist;
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float m_flLastMinClipDist;
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int m_nSaveFOV;
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Vector m_vSaveOrigin;
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QAngle m_vSaveAngles;
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MoveType_t m_nSaveMoveType;
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MoveCollide_t m_nSaveMoveCollide;
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Vector m_vSaveViewOffset;
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CBaseCombatWeapon* m_pSaveWeapon;
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DECLARE_DATADESC();
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};
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#endif // PLAYER_CONTROL_H
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