mirror of
https://github.com/ValveSoftware/source-sdk-2013.git
synced 2025-04-10 11:30:22 +03:00
* Adds support for Visual Studio 2012 and 2013 * VR Mode: . Switches from headtrack.dll to sourcevr.dll . Improved readability of the UI in VR . Removed the IPD calibration tool. TF2 will now obey the Oculus configuration file. Use the Oculus calibration tool in your SDK or install and run "OpenVR" under Tools in Steam to calibrate your IPD. . Added dropdown to enable VR mode in the Video options. Removed the -vr command line option. . Added the ability to switch in and out of VR mode without quitting the game . By default VR mode will run full screen. To switch back to a borderless window set the vr_force_windowed convar. . Added support for VR mode on Linux * Many assorted bug fixes and other changes from Team Fortress in various shared files
699 lines
22 KiB
C++
699 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client-side CBasePlayer.
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//
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// - Manages the player's flashlight effect.
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//
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//=============================================================================//
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#ifndef C_BASEPLAYER_H
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#define C_BASEPLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_playerlocaldata.h"
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#include "c_basecombatcharacter.h"
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#include "PlayerState.h"
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#include "usercmd.h"
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#include "shareddefs.h"
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#include "timedevent.h"
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#include "smartptr.h"
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#include "fx_water.h"
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#include "hintsystem.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "c_env_fog_controller.h"
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#include "igameevents.h"
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#include "GameEventListener.h"
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#if defined USES_ECON_ITEMS
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#include "econ_item.h"
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#include "game_item_schema.h"
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#include "econ_item_view.h"
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#endif
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class C_BaseCombatWeapon;
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class C_BaseViewModel;
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class C_FuncLadder;
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class CFlashlightEffect;
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class C_EconWearable;
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extern int g_nKillCamMode;
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extern int g_nKillCamTarget1;
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extern int g_nKillCamTarget2;
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class C_CommandContext
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{
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public:
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bool needsprocessing;
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CUserCmd cmd;
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int command_number;
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};
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class C_PredictionError
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{
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public:
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float time;
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Vector error;
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};
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#define CHASE_CAM_DISTANCE_MIN 16.0f
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#define CHASE_CAM_DISTANCE_MAX 96.0f
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#define WALL_OFFSET 6.0f
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bool IsInFreezeCam( void );
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//-----------------------------------------------------------------------------
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// Purpose: Base Player class
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//-----------------------------------------------------------------------------
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class C_BasePlayer : public C_BaseCombatCharacter, public CGameEventListener
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{
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public:
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DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_BasePlayer();
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virtual ~C_BasePlayer();
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virtual void Spawn( void );
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virtual void SharedSpawn(); // Shared between client and server.
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virtual bool GetSteamID( CSteamID *pID );
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// IClientEntity overrides.
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void ReceiveMessage( int classID, bf_read &msg );
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virtual void OnRestore();
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virtual void AddEntity( void );
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virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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virtual void GetToolRecordingState( KeyValues *msg );
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virtual float GetPlayerMaxSpeed();
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void SetAnimationExtension( const char *pExtension );
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C_BaseViewModel *GetViewModel( int viewmodelindex = 0, bool bObserverOK=true );
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C_BaseCombatWeapon *GetActiveWeapon( void ) const;
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const char *GetTracerType( void );
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// View model prediction setup
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virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
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virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles);
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// Handle view smoothing when going up stairs
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void SmoothViewOnStairs( Vector& eyeOrigin );
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virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
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void CalcViewRoll( QAngle& eyeAngles );
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void CreateWaterEffects( void );
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virtual void SetPlayerUnderwater( bool state );
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void UpdateUnderwaterState( void );
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bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
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virtual Vector Weapon_ShootPosition();
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virtual void Weapon_DropPrimary( void ) {}
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virtual Vector GetAutoaimVector( float flScale );
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void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat);
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// Input handling
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
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virtual void AvoidPhysicsProps( CUserCmd *pCmd );
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virtual void PlayerUse( void );
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CBaseEntity *FindUseEntity( void );
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virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
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// Data handlers
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virtual bool IsPlayer( void ) const { return true; }
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virtual int GetHealth() const { return m_iHealth; }
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int GetBonusProgress() const { return m_iBonusProgress; }
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int GetBonusChallenge() const { return m_iBonusChallenge; }
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// observer mode
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virtual int GetObserverMode() const;
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void SetObserverMode ( int iNewMode );
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virtual CBaseEntity *GetObserverTarget() const;
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void SetObserverTarget( EHANDLE hObserverTarget );
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bool AudioStateIsUnderwater( Vector vecMainViewOrigin );
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bool IsObserver() const;
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bool IsHLTV() const;
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bool IsReplay() const;
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void ResetObserverMode();
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bool IsBot( void ) const { return false; }
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// Eye position..
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virtual Vector EyePosition();
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virtual const QAngle &EyeAngles(); // Direction of eyes
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void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp );
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virtual const QAngle &LocalEyeAngles(); // Direction of eyes
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// This can be overridden to return something other than m_pRagdoll if the mod uses separate
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// entities for ragdolls.
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virtual IRagdoll* GetRepresentativeRagdoll() const;
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// override the initial bone position for ragdolls
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virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
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// Returns eye vectors
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void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
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void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle
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bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; };
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// Team handlers
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virtual void TeamChange( int iNewTeam );
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// Flashlight
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void Flashlight( void );
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void UpdateFlashlight( void );
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// Weapon selection code
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virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
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virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void );
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// Returns the view model if this is the local player. If you're in third person or
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// this is a remote player, it returns the active weapon
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// (and its appropriate left/right weapon if this is TF2).
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virtual C_BaseAnimating* GetRenderedWeaponModel();
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virtual bool IsOverridingViewmodel( void ) { return false; };
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; };
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virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
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void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; }
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float MaxSpeed() const { return m_flMaxspeed; }
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// Should this object cast shadows?
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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return false;
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}
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bool IsLocalPlayer( void ) const;
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// Global/static methods
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virtual void ThirdPersonSwitch( bool bThirdperson );
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static bool LocalPlayerInFirstPersonView();
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static bool ShouldDrawLocalPlayer();
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static C_BasePlayer *GetLocalPlayer( void );
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int GetUserID( void );
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virtual bool CanSetSoundMixer( void );
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virtual int GetVisionFilterFlags( bool bWeaponsCheck = false ) { return 0x00; }
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bool HasVisionFilterFlags( int nFlags, bool bWeaponsCheck = false ) { return ( GetVisionFilterFlags( bWeaponsCheck ) & nFlags ) == nFlags; }
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virtual void CalculateVisionUsingCurrentFlags( void ) {}
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void BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName );
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// Specific queries about this player.
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bool InFirstPersonView();
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bool ShouldDrawThisPlayer();
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// Called by the view model if its rendering is being overridden.
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virtual bool ViewModel_IsTransparent( void );
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virtual bool ViewModel_IsUsingFBTexture( void );
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#if !defined( NO_ENTITY_PREDICTION )
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void AddToPlayerSimulationList( C_BaseEntity *other );
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void SimulatePlayerSimulatedEntities( void );
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void RemoveFromPlayerSimulationList( C_BaseEntity *ent );
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void ClearPlayerSimulationList( void );
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#endif
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virtual void PhysicsSimulate( void );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; }
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// Prediction stuff
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virtual bool ShouldPredict( void );
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virtual void PreThink( void );
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virtual void PostThink( void );
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virtual void ItemPreFrame( void );
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virtual void ItemPostFrame( void );
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virtual void AbortReload( void );
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virtual void SelectLastItem(void);
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virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon );
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virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; }
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virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon );
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virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
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virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); }
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void ResetAutoaim( void );
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virtual void SelectItem( const char *pstr, int iSubType = 0 );
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virtual void UpdateClientData( void );
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virtual float GetFOV( void );
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int GetDefaultFOV( void ) const;
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virtual bool IsZoomed( void ) { return false; }
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bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f, int iZoomStart = 0 );
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void ClearZoomOwner( void );
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float GetFOVDistanceAdjustFactor();
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virtual void ViewPunch( const QAngle &angleOffset );
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void ViewPunchReset( float tolerance = 0 );
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void UpdateButtonState( int nUserCmdButtonMask );
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int GetImpulse( void ) const;
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virtual void Simulate();
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virtual bool ShouldInterpolate();
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virtual bool ShouldDraw();
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virtual int DrawModel( int flags );
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// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
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virtual void OverrideView( CViewSetup *pSetup );
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// returns the player name
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const char * GetPlayerName();
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virtual const Vector GetPlayerMins( void ) const; // uses local player
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virtual const Vector GetPlayerMaxs( void ) const; // uses local player
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// Is the player dead?
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bool IsPlayerDead();
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bool IsPoisoned( void ) { return m_Local.m_bPoisoned; }
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C_BaseEntity *GetUseEntity();
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// Vehicles...
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IClientVehicle *GetVehicle();
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bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; }
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virtual void SetVehicleRole( int nRole );
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void LeaveVehicle( void );
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bool UsingStandardWeaponsInVehicle( void );
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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float GetTimeBase( void ) const;
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float GetFinalPredictedTime() const;
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bool IsInVGuiInputMode() const;
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bool IsInViewModelVGuiInputMode() const;
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C_CommandContext *GetCommandContext();
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// Get the command number associated with the current usercmd we're running (if in predicted code).
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int CurrentCommandNumber() const;
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const CUserCmd *GetCurrentUserCommand() const;
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const QAngle& GetPunchAngle();
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void SetPunchAngle( const QAngle &angle );
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float GetWaterJumpTime() const;
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void SetWaterJumpTime( float flWaterJumpTime );
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float GetSwimSoundTime( void ) const;
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void SetSwimSoundTime( float flSwimSoundTime );
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float GetDeathTime( void ) { return m_flDeathTime; }
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void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin );
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const Vector &GetPreviouslyPredictedOrigin() const;
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// CS wants to allow small FOVs for zoomed-in AWPs.
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virtual float GetMinFOV() const;
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virtual void DoMuzzleFlash();
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virtual void PlayPlayerJingle();
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName );
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virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
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virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
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virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName ) { return pszBaseStepSoundName; }
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virtual void OnEmitFootstepSound( const CSoundParameters& params, const Vector& vecOrigin, float fVolume ) {}
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// Called by prediction when it detects a prediction correction.
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// vDelta is the line from where the client had predicted the player to at the usercmd in question,
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// to where the server says the client should be at said usercmd.
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void NotePredictionError( const Vector &vDelta );
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// Called by the renderer to apply the prediction error smoothing.
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void GetPredictionErrorSmoothingVector( Vector &vOffset );
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virtual void ExitLadder() {}
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surfacedata_t *GetLadderSurface( const Vector &origin );
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surfacedata_t *GetSurfaceData( void ) { return m_pSurfaceData; }
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void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
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// Hints
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virtual CHintSystem *Hints( void ) { return NULL; }
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bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; }
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bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; }
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void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); }
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virtual IMaterial *GetHeadLabelMaterial( void );
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// Fog
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fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
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void FogControllerChanged( bool bSnap );
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void UpdateFogController( void );
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void UpdateFogBlend( void );
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float GetFOVTime( void ){ return m_flFOVTime; }
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virtual void OnAchievementAchieved( int iAchievement ) {}
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bool ShouldAnnounceAchievement( void ){ return m_flNextAchievementAnnounceTime < gpGlobals->curtime; }
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void SetNextAchievementAnnounceTime( float flTime ){ m_flNextAchievementAnnounceTime = flTime; }
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#if defined USES_ECON_ITEMS
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// Wearables
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void UpdateWearables();
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C_EconWearable *GetWearable( int i ) { return m_hMyWearables[i]; }
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int GetNumWearables( void ) { return m_hMyWearables.Count(); }
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#endif
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bool HasFiredWeapon( void ) { return m_bFiredWeapon; }
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void SetFiredWeapon( bool bFlag ) { m_bFiredWeapon = bFlag; }
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virtual bool CanUseFirstPersonCommand( void ){ return true; }
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protected:
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fogparams_t m_CurrentFog;
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EHANDLE m_hOldFogController;
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public:
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int m_StuckLast;
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// Data for only the local player
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CNetworkVarEmbedded( CPlayerLocalData, m_Local );
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#if defined USES_ECON_ITEMS
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CNetworkVarEmbedded( CAttributeList, m_AttributeList );
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#endif
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// Data common to all other players, too
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CPlayerState pl;
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// Player FOV values
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int m_iFOV; // field of view
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int m_iFOVStart; // starting value of the FOV changing over time (client only)
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float m_flFOVTime; // starting time of the FOV zoom
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int m_iDefaultFOV; // default FOV if no other zooms are occurring
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EHANDLE m_hZoomOwner; // This is a pointer to the entity currently controlling the player's zoom
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// Only this entity can change the zoom state once it has ownership
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// For weapon prediction
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bool m_fOnTarget; //Is the crosshair on a target?
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char m_szAnimExtension[32];
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int m_afButtonLast;
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int m_afButtonPressed;
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int m_afButtonReleased;
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int m_nButtons;
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CUserCmd *m_pCurrentCommand;
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// Movement constraints
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EHANDLE m_hConstraintEntity;
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Vector m_vecConstraintCenter;
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float m_flConstraintRadius;
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float m_flConstraintWidth;
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float m_flConstraintSpeedFactor;
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protected:
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void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles,
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float& zNear, float& zFar, float& fov );
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virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
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void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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virtual float GetDeathCamInterpolationTime();
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virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
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virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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// Check to see if we're in vgui input mode...
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void DetermineVguiInputMode( CUserCmd *pCmd );
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// Used by prediction, sets the view angles for the player
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virtual void SetLocalViewAngles( const QAngle &viewAngles );
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virtual void SetViewAngles( const QAngle& ang );
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// used by client side player footsteps
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surfacedata_t* GetGroundSurface();
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virtual void FireGameEvent( IGameEvent *event );
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protected:
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// Did we just enter a vehicle this frame?
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bool JustEnteredVehicle();
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// DATA
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int m_iObserverMode; // if in spectator mode != 0
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EHANDLE m_hObserverTarget; // current observer target
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float m_flObserverChaseDistance; // last distance to observer traget
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Vector m_vecFreezeFrameStart;
|
|
float m_flFreezeFrameStartTime; // Time at which we entered freeze frame observer mode
|
|
float m_flFreezeFrameDistance;
|
|
bool m_bWasFreezeFraming;
|
|
float m_flDeathTime; // last time player died
|
|
|
|
float m_flStepSoundTime;
|
|
bool m_IsFootprintOnLeft;
|
|
|
|
private:
|
|
// Make sure no one calls this...
|
|
C_BasePlayer& operator=( const C_BasePlayer& src );
|
|
C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible
|
|
|
|
// Vehicle stuff.
|
|
EHANDLE m_hVehicle;
|
|
EHANDLE m_hOldVehicle;
|
|
EHANDLE m_hUseEntity;
|
|
|
|
float m_flMaxspeed;
|
|
|
|
int m_iBonusProgress;
|
|
int m_iBonusChallenge;
|
|
|
|
CInterpolatedVar< Vector > m_iv_vecViewOffset;
|
|
|
|
// Not replicated
|
|
Vector m_vecWaterJumpVel;
|
|
float m_flWaterJumpTime; // used to be called teleport_time
|
|
int m_nImpulse;
|
|
|
|
float m_flSwimSoundTime;
|
|
Vector m_vecLadderNormal;
|
|
|
|
QAngle m_vecOldViewAngles;
|
|
|
|
bool m_bWasFrozen;
|
|
int m_flPhysics;
|
|
|
|
int m_nTickBase;
|
|
int m_nFinalPredictedTick;
|
|
|
|
EHANDLE m_pCurrentVguiScreen;
|
|
|
|
bool m_bFiredWeapon;
|
|
|
|
|
|
// Player flashlight dynamic light pointers
|
|
CFlashlightEffect *m_pFlashlight;
|
|
|
|
typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle;
|
|
CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon );
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer;
|
|
#endif
|
|
|
|
// players own view models, left & right hand
|
|
CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ];
|
|
|
|
float m_flOldPlayerZ;
|
|
float m_flOldPlayerViewOffsetZ;
|
|
|
|
Vector m_vecVehicleViewOrigin; // Used to store the calculated view of the player while riding in a vehicle
|
|
QAngle m_vecVehicleViewAngles; // Vehicle angles
|
|
float m_flVehicleViewFOV;
|
|
int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one the view was calculated for
|
|
|
|
// For UI purposes...
|
|
int m_iOldAmmo[ MAX_AMMO_TYPES ];
|
|
|
|
C_CommandContext m_CommandContext;
|
|
|
|
// For underwater effects
|
|
float m_flWaterSurfaceZ;
|
|
bool m_bResampleWaterSurface;
|
|
TimedEvent m_tWaterParticleTimer;
|
|
CSmartPtr<WaterDebrisEffect> m_pWaterEmitter;
|
|
|
|
bool m_bPlayerUnderwater;
|
|
|
|
friend class CPrediction;
|
|
|
|
// HACK FOR TF2 Prediction
|
|
friend class CTFGameMovementRecon;
|
|
friend class CGameMovement;
|
|
friend class CTFGameMovement;
|
|
friend class CHL1GameMovement;
|
|
friend class CCSGameMovement;
|
|
friend class CHL2GameMovement;
|
|
friend class CDODGameMovement;
|
|
friend class CPortalGameMovement;
|
|
|
|
// Accessors for gamemovement
|
|
float GetStepSize( void ) const { return m_Local.m_flStepSize; }
|
|
|
|
float m_flNextAvoidanceTime;
|
|
float m_flAvoidanceRight;
|
|
float m_flAvoidanceForward;
|
|
float m_flAvoidanceDotForward;
|
|
float m_flAvoidanceDotRight;
|
|
|
|
protected:
|
|
virtual bool IsDucked( void ) const { return m_Local.m_bDucked; }
|
|
virtual bool IsDucking( void ) const { return m_Local.m_bDucking; }
|
|
virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; }
|
|
void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset );
|
|
|
|
float m_flLaggedMovementValue;
|
|
|
|
// These are used to smooth out prediction corrections. They're most useful when colliding with
|
|
// vphysics objects. The server will be sending constant prediction corrections, and these can help
|
|
// the errors not be so jerky.
|
|
Vector m_vecPredictionError;
|
|
float m_flPredictionErrorTime;
|
|
|
|
Vector m_vecPreviouslyPredictedOrigin; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin
|
|
|
|
char m_szLastPlaceName[MAX_PLACE_NAME_LENGTH]; // received from the server
|
|
|
|
// Texture names and surface data, used by CGameMovement
|
|
int m_surfaceProps;
|
|
surfacedata_t* m_pSurfaceData;
|
|
float m_surfaceFriction;
|
|
char m_chTextureType;
|
|
|
|
bool m_bSentFreezeFrame;
|
|
float m_flFreezeZOffset;
|
|
|
|
float m_flNextAchievementAnnounceTime;
|
|
|
|
int m_nForceVisionFilterFlags; // Force our vision filter to a specific setting
|
|
|
|
#if defined USES_ECON_ITEMS
|
|
// Wearables
|
|
CUtlVector<CHandle<C_EconWearable > > m_hMyWearables;
|
|
#endif
|
|
|
|
private:
|
|
|
|
struct StepSoundCache_t
|
|
{
|
|
StepSoundCache_t() : m_usSoundNameIndex( 0 ) {}
|
|
CSoundParameters m_SoundParameters;
|
|
unsigned short m_usSoundNameIndex;
|
|
};
|
|
// One for left and one for right side of step
|
|
StepSoundCache_t m_StepSoundCache[ 2 ];
|
|
|
|
public:
|
|
|
|
const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied
|
|
|
|
float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; }
|
|
bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name.
|
|
|
|
void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
|
|
};
|
|
|
|
EXTERN_RECV_TABLE(DT_BasePlayer);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods
|
|
//-----------------------------------------------------------------------------
|
|
inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity || !pEntity->IsPlayer() )
|
|
return NULL;
|
|
|
|
#if _DEBUG
|
|
Assert( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL );
|
|
#endif
|
|
|
|
return static_cast<C_BasePlayer *>( pEntity );
|
|
}
|
|
|
|
inline C_BaseEntity *C_BasePlayer::GetUseEntity()
|
|
{
|
|
return m_hUseEntity;
|
|
}
|
|
|
|
|
|
inline IClientVehicle *C_BasePlayer::GetVehicle()
|
|
{
|
|
C_BaseEntity *pVehicleEnt = m_hVehicle.Get();
|
|
return pVehicleEnt ? pVehicleEnt->GetClientVehicle() : NULL;
|
|
}
|
|
|
|
inline bool C_BasePlayer::IsObserver() const
|
|
{
|
|
return (GetObserverMode() != OBS_MODE_NONE);
|
|
}
|
|
|
|
inline int C_BasePlayer::GetImpulse( void ) const
|
|
{
|
|
return m_nImpulse;
|
|
}
|
|
|
|
|
|
inline C_CommandContext* C_BasePlayer::GetCommandContext()
|
|
{
|
|
return &m_CommandContext;
|
|
}
|
|
|
|
inline int CBasePlayer::CurrentCommandNumber() const
|
|
{
|
|
Assert( m_pCurrentCommand );
|
|
return m_pCurrentCommand->command_number;
|
|
}
|
|
|
|
inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const
|
|
{
|
|
Assert( m_pCurrentCommand );
|
|
return m_pCurrentCommand;
|
|
}
|
|
|
|
#endif // C_BASEPLAYER_H
|