80 lines
2.0 KiB
C
80 lines
2.0 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BASEPLAYER_SHARED_H
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#define BASEPLAYER_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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// PlayerUse defines
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#define PLAYER_USE_RADIUS 80.f
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#define CONE_45_DEGREES 0.707f
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#define CONE_15_DEGREES 0.9659258f
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#define CONE_90_DEGREES 0
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#define TRAIN_ACTIVE 0x80
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#define TRAIN_NEW 0xc0
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#define TRAIN_OFF 0x00
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#define TRAIN_NEUTRAL 0x01
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#define TRAIN_SLOW 0x02
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#define TRAIN_MEDIUM 0x03
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#define TRAIN_FAST 0x04
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#define TRAIN_BACK 0x05
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// entity messages
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#define PLAY_PLAYER_JINGLE 1
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#define UPDATE_PLAYER_RADAR 2
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#define DEATH_ANIMATION_TIME 3.0f
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// multiplayer only
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#define NOINTERP_PARITY_MAX 4
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#define NOINTERP_PARITY_MAX_BITS 2
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struct autoaim_params_t
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{
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autoaim_params_t()
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{
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m_fScale = 0;
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m_fMaxDist = 0;
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m_fMaxDeflection = -1.0f;
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m_bOnTargetQueryOnly = false;
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}
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Vector m_vecAutoAimDir; // Output: The direction autoaim wishes to point.
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Vector m_vecAutoAimPoint; // Output: The point (world space) that autoaim is aiming at.
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EHANDLE m_hAutoAimEntity; // Output: The entity that autoaim is aiming at.
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float m_fScale; // Input:
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float m_fMaxDist; // Input:
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float m_fMaxDeflection; // Input:
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bool m_bOnTargetQueryOnly; // Input: Don't do expensive assistance, just resolve m_bOnTargetNatural
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bool m_bAutoAimAssisting; // Output: If this is true, autoaim is aiming at the target.
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bool m_bOnTargetNatural; // Output: If true, the player is on target without assistance.
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};
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enum stepsoundtimes_t
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{
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STEPSOUNDTIME_NORMAL = 0,
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STEPSOUNDTIME_ON_LADDER,
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STEPSOUNDTIME_WATER_KNEE,
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STEPSOUNDTIME_WATER_FOOT,
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};
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// Shared header file for players
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#if defined( CLIENT_DLL )
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#define CBasePlayer C_BasePlayer
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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#endif // BASEPLAYER_SHARED_H
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