54 lines
1.8 KiB
C
54 lines
1.8 KiB
C
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//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================
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#if !defined( IMARINEGAMEMOVEMENT_H )
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#define IMARINEGAMEMOVEMENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "interface.h"
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#include "imovehelper.h"
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#include "const.h"
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#include "igamemovement.h"
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//-----------------------------------------------------------------------------
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// Name of the class implementing the game movement.
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//-----------------------------------------------------------------------------
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#define INTERFACENAME_MARINEGAMEMOVEMENT "MarineGameMovement001"
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//-----------------------------------------------------------------------------
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// Purpose: The basic marine movement interface
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//-----------------------------------------------------------------------------
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class IMarineGameMovement
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{
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public:
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virtual ~IMarineGameMovement( void ) {}
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// Process the current movement command
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virtual void ProcessMovement( CBasePlayer *pPlayer, CBaseEntity *pMarine, CMoveData *pMove ) = 0;
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// Allows other parts of the engine to find out the normal and ducked player bbox sizes
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virtual Vector const& GetPlayerMins( bool ducked ) const = 0;
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virtual Vector const& GetPlayerMaxs( bool ducked ) const = 0;
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virtual Vector const& GetPlayerViewOffset( bool ducked ) const = 0;
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};
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#endif // IMARINEGAMEMOVEMENT_H
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