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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/c_baseplayer.h

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#define CHASE_CAM_DISTANCE 96.0f #define WALL_OFFSET 6.0f //----------------------------------------------------------------------------- // Purpose: Base Player class //-----------------------------------------------------------------------------
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#define CHASE_CAM_DISTANCE 96.0f #define WALL_OFFSET 6.0f // Moved here from .cpp -> Defrag #define FLASHLIGHT_DISTANCE 1000 //----------------------------------------------------------------------------- // Purpose: Base Player class //-----------------------------------------------------------------------------
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void SetAnimationExtension( const char *pExtension ); C_BaseViewModel *GetViewModel( int viewmodelindex = 0 ); C_BaseCombatWeapon *GetActiveWeapon( void ) const;
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void SetAnimationExtension( const char *pExtension ); Class_T Classify ( void ) { return CLASS_PLAYER; } C_BaseViewModel *GetViewModel( int viewmodelindex = 0 ); C_BaseCombatWeapon *GetActiveWeapon( void ) const;
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// Data handlers virtual bool IsPlayer( void ) const { return true; }; virtual int GetHealth() const { return m_iHealth; }; // observer mode virtual int GetObserverMode() const;
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// Data handlers virtual bool IsPlayer( void ) const { return true; }; virtual int GetHealth() const { return m_iHealth; }; // Added by Mulch for testing virtual int GetMaxHealth() const { return m_iMaxHealth; } virtual int GetArmor() const { return m_iArmor; } virtual int GetMaxArmor() const { return m_iMaxArmor; } // Added by Mulch for testing // observer mode virtual int GetObserverMode() const;
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// Flashlight void Flashlight( void ); void UpdateFlashlight( void ); // Weapon selection code virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
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// Flashlight void Flashlight( void ); virtual void UpdateFlashlight( void ); // Weapon selection code virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
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EHANDLE m_pCurrentVguiScreen; // Player flashlight dynamic light pointers CFlashlightEffect *m_pFlashlight; typedef CHandle CBaseCombatWeaponHandle; CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon );
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EHANDLE m_pCurrentVguiScreen; // Player flashlight dynamic light pointers protected: CFlashlightEffect *m_pFlashlight; private: typedef CHandle CBaseCombatWeaponHandle; CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon );
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float m_flOldPlayerZ; float m_flOldPlayerViewOffsetZ; // For UI purposes... int m_iOldAmmo[ MAX_AMMO_TYPES ];
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float m_flOldPlayerZ; float m_flOldPlayerViewOffsetZ; bool m_bSmoothStair; // |-- Mirv // For UI purposes... int m_iOldAmmo[ MAX_AMMO_TYPES ];
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friend class CHL1GameMovement; friend class CCSGameMovement; friend class CHL2GameMovement; friend class CDODGameMovement; // Accessors for gamemovement
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friend class CHL1GameMovement; friend class CCSGameMovement; friend class CHL2GameMovement; // --> billdoor: allow access to private member variables from our player movement code friend class CFFGameMovement; // <-- billdoor: allow access to private member variables from our player movement code friend class CDODGameMovement; // Accessors for gamemovement