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