Files
cool-source-archive/game/client/sdk/basenetworkedplayer_cl.h
Totterynine 4b952b0e4e init
2021-09-13 15:31:53 +05:00

53 lines
1.6 KiB
C++

#include "cbase.h"
#include "multiplayer_animstate.h"
#include "basenetworkedragdoll_cl.h"
#include "c_basetempentity.h"
#define CBaseNetworkedPlayer C_BaseNetworkedPlayer
class C_BaseNetworkedPlayer : public C_BasePlayer {
public:
DECLARE_CLASS(C_BaseNetworkedPlayer,C_BasePlayer);
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_BaseNetworkedPlayer();
virtual void Respawn(); // Spawn() is called once, this is called every time
// Implement multiplayer ragdolls
C_BaseAnimating* BecomeRagdollOnClient() { return NULL; }
virtual IRagdoll* GetRepresentativeRagdoll() const;
// Implement CMultiplayerAnimState
virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
virtual void UpdateClientSideAnimation();
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual const QAngle& EyeAngles();
virtual const QAngle& GetRenderAngles();
protected:
CMultiPlayerAnimState* m_PlayerAnimState;
QAngle m_angEyeAngles;
bool m_bSpawnInterpCounter;
bool m_bSpawnInterpCounterCache;
CInterpolatedVar<QAngle> m_iv_angEyeAngles;
EHANDLE m_hRagdoll;
};
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class C_TEPlayerAnimEvent : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};