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hl2sdk/dlls/hl2_dll/player_control.h

69 lines
1.4 KiB
C++

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