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