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

57 lines
1.7 KiB
C++

#include "cbase.h"
#include "multiplayer_animstate.h"
#include "basemultiplayerplayer.h"
#define BASENETWORKEDPLAYER_H
class CBaseNetworkedPlayer : public CBaseMultiplayerPlayer
{
public:
DECLARE_CLASS( CBaseNetworkedPlayer, CBaseMultiplayerPlayer );
DECLARE_SERVERCLASS();
DECLARE_PREDICTABLE();
CBaseNetworkedPlayer();
~CBaseNetworkedPlayer();
virtual void Spawn();
virtual void CreateRagdollEntity();
virtual void RemoveRagdollEntity();
virtual void Event_Killed( const CTakeDamageInfo &info );
// Create a predicted viewmodel
virtual void CreateViewModel( int index );
// Lag compensate when firing bullets
virtual void FireBullets ( const FireBulletsInfo_t &info );
// Implement CMultiPlayerAnimState
virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0);
void SetAnimation( PLAYER_ANIM playerAnim ) {} // Deprecated; would screw up ambient animation if not overridden
virtual void PostThink();
protected:
CMultiPlayerAnimState* m_PlayerAnimState;
const char* ragdoll_ent_name;
CNetworkQAngle( m_angEyeAngles );
CNetworkVar( bool, m_bSpawnInterpCounter );
CNetworkHandle( CBaseEntity, m_hRagdoll );
};
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class CTEPlayerAnimEvent : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name ) {}
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};