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nekohook/modules/source2013/sdk/game/client/c_basecombatcharacter.h
2020-08-04 13:13:01 -04:00

221 lines
7.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the client-side representation of CBaseCombatCharacter.
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_BASECOMBATCHARACTER_H
#define C_BASECOMBATCHARACTER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseflex.h"
#include "shareddefs.h"
#ifdef GLOWS_ENABLE
#include "glow_outline_effect.h"
#endif // GLOWS_ENABLE
class C_BaseCombatWeapon;
class C_WeaponCombatShield;
#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
class C_BaseCombatCharacter : public C_BaseFlex {
DECLARE_CLASS(C_BaseCombatCharacter, C_BaseFlex);
public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_BaseCombatCharacter(void);
virtual ~C_BaseCombatCharacter(void);
virtual void OnPreDataChanged(DataUpdateType_t updateType);
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual bool IsBaseCombatCharacter(void) { return true; };
virtual C_BaseCombatCharacter *MyCombatCharacterPointer(void) {
return this;
}
// -----------------------
// Vision
// -----------------------
enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV };
bool IsAbleToSee(
const CBaseEntity *entity,
FieldOfViewCheckType
checkFOV); // Visible starts with line of sight, and adds all the
// extra game checks like fog, smoke, camo...
bool IsAbleToSee(
C_BaseCombatCharacter *pBCC,
FieldOfViewCheckType
checkFOV); // Visible starts with line of sight, and adds all the
// extra game checks like fog, smoke, camo...
virtual bool IsLookingTowards(
const CBaseEntity *target,
float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE)
const; // return true if our view direction is pointing at the given
// target, within the cosine of the angular tolerance. LINE OF
// SIGHT IS NOT CHECKED.
virtual bool IsLookingTowards(
const Vector &target,
float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE)
const; // return true if our view direction is pointing at the given
// target, within the cosine of the angular tolerance. LINE OF
// SIGHT IS NOT CHECKED.
virtual bool IsInFieldOfView(CBaseEntity *entity)
const; // Calls IsLookingAt with the current field of view.
virtual bool IsInFieldOfView(const Vector &pos) const;
enum LineOfSightCheckType { IGNORE_NOTHING, IGNORE_ACTORS };
virtual bool IsLineOfSightClear(
CBaseEntity *entity, LineOfSightCheckType checkType = IGNORE_NOTHING)
const; // strictly LOS check with no other considerations
virtual bool IsLineOfSightClear(
const Vector &pos, LineOfSightCheckType checkType = IGNORE_NOTHING,
CBaseEntity *entityToIgnore = NULL) const;
// -----------------------
// Ammo
// -----------------------
void RemoveAmmo(int iCount, int iAmmoIndex);
void RemoveAmmo(int iCount, const char *szName);
void RemoveAllAmmo();
int GetAmmoCount(int iAmmoIndex) const;
int GetAmmoCount(char *szName) const;
C_BaseCombatWeapon *Weapon_OwnsThisType(
const char *pszWeapon,
int iSubType = 0) const; // True if already owns a weapon of this class
virtual bool Weapon_Switch(C_BaseCombatWeapon *pWeapon,
int viewmodelindex = 0);
virtual bool Weapon_CanSwitchTo(C_BaseCombatWeapon *pWeapon);
// I can't use my current weapon anymore. Switch me to the next best weapon.
bool SwitchToNextBestWeapon(C_BaseCombatWeapon *pCurrent);
virtual C_BaseCombatWeapon *GetActiveWeapon(void) const;
int WeaponCount() const;
C_BaseCombatWeapon *GetWeapon(int i) const;
// This is a sort of hack back-door only used by physgun!
void SetAmmoCount(int iCount, int iAmmoIndex);
float GetNextAttack() const { return m_flNextAttack; }
void SetNextAttack(float flWait) { m_flNextAttack = flWait; }
virtual int BloodColor();
// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
void SetBloodColor(int nBloodColor);
virtual void DoMuzzleFlash();
#ifdef GLOWS_ENABLE
CGlowObject *GetGlowObject(void) { return m_pGlowEffect; }
virtual void GetGlowEffectColor(float *r, float *g, float *b);
// void EnableGlowEffect( float r, float g, float b
//);
void SetClientSideGlowEnabled(bool bEnabled) {
m_bClientSideGlowEnabled = bEnabled;
UpdateGlowEffect();
}
bool IsClientSideGlowEnabled(void) { return m_bClientSideGlowEnabled; }
#endif // GLOWS_ENABLE
public:
float m_flNextAttack;
protected:
#ifdef GLOWS_ENABLE
virtual void UpdateGlowEffect(void);
virtual void DestroyGlowEffect(void);
#endif // GLOWS_ENABLE
int m_bloodColor; // color of blood particless
private:
bool ComputeLOS(const Vector &vecEyePosition,
const Vector &vecTarget) const;
CNetworkArray(int, m_iAmmo, MAX_AMMO_TYPES);
CHandle<C_BaseCombatWeapon> m_hMyWeapons[MAX_WEAPONS];
CHandle<C_BaseCombatWeapon> m_hActiveWeapon;
#ifdef GLOWS_ENABLE
bool m_bClientSideGlowEnabled; // client-side only value used for spectator
bool m_bGlowEnabled; // networked value
bool m_bOldGlowEnabled;
CGlowObject *m_pGlowEffect;
#endif // GLOWS_ENABLE
private:
C_BaseCombatCharacter(
const C_BaseCombatCharacter &); // not defined, not accessible
//-----------------------
#ifdef INVASION_CLIENT_DLL
public:
virtual void Release(void);
virtual void SetDormant(bool bDormant);
virtual void OnPreDataChanged(DataUpdateType_t updateType);
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void ClientThink(void);
// TF2 Powerups
virtual bool CanBePoweredUp(void) { return true; }
bool HasPowerup(int iPowerup) {
return (m_iPowerups & (1 << iPowerup)) != 0;
};
virtual void PowerupStart(int iPowerup, bool bInitial);
virtual void PowerupEnd(int iPowerup);
void RemoveAllPowerups(void);
// Powerup effects
void AddEMPEffect(float flSize);
void AddBuffEffect(float flSize);
C_WeaponCombatShield *GetShield(void);
public:
int m_iPowerups;
int m_iPrevPowerups;
#endif
};
inline C_BaseCombatCharacter *ToBaseCombatCharacter(C_BaseEntity *pEntity) {
if (!pEntity || !pEntity->IsBaseCombatCharacter()) return NULL;
#if _DEBUG
return dynamic_cast<C_BaseCombatCharacter *>(pEntity);
#else
return static_cast<C_BaseCombatCharacter *>(pEntity);
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline int C_BaseCombatCharacter::WeaponCount() const { return MAX_WEAPONS; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : i -
//-----------------------------------------------------------------------------
inline C_BaseCombatWeapon *C_BaseCombatCharacter::GetWeapon(int i) const {
Assert((i >= 0) && (i < MAX_WEAPONS));
return m_hMyWeapons[i].Get();
}
EXTERN_RECV_TABLE(DT_BaseCombatCharacter);
#endif // C_BASECOMBATCHARACTER_H