48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef IVEHICLE_H
|
|
#define IVEHICLE_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "baseplayer_shared.h"
|
|
|
|
class CUserCmd;
|
|
class IMoveHelper;
|
|
class CMoveData;
|
|
class CBaseCombatCharacter;
|
|
|
|
// This is used by the player to access vehicles. It's an interface so the
|
|
// vehicles are not restricted in what they can derive from.
|
|
abstract_class IVehicle
|
|
{
|
|
public:
|
|
// Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers
|
|
virtual CBaseCombatCharacter* GetPassenger( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
|
|
virtual int GetPassengerRole( CBaseCombatCharacter *pPassenger ) = 0;
|
|
|
|
// Where is the passenger seeing from?
|
|
virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL ) = 0;
|
|
|
|
// Does the player use his normal weapons while in this mode?
|
|
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) = 0;
|
|
|
|
// Process movement
|
|
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0;
|
|
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) = 0;
|
|
virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) = 0;
|
|
|
|
// Process input
|
|
virtual void ItemPostFrame( CBasePlayer *pPlayer ) = 0;
|
|
};
|
|
|
|
|
|
#endif // IVEHICLE_H
|