91 lines
2.3 KiB
C++
91 lines
2.3 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <Core/RefCountedObject.h>
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#include <ScriptBindings/ScriptManager.h>
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#include <Core/Math.h>
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#include "Player.h"
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namespace spades {
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namespace client {
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class Client;
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/** Representation of player which is used by
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* drawing/view layer of game client. */
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class ClientPlayer: public RefCountedObject {
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Client *client;
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Player *player;
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float sprintState;
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float aimDownState;
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float toolRaiseState;
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Player::ToolType currentTool;
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float localFireVibrationTime;
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float time;
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Vector3 viewWeaponOffset;
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asIScriptObject *spadeSkin;
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asIScriptObject *blockSkin;
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asIScriptObject *weaponSkin;
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asIScriptObject *grenadeSkin;
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asIScriptObject *spadeViewSkin;
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asIScriptObject *blockViewSkin;
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asIScriptObject *weaponViewSkin;
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asIScriptObject *grenadeViewSkin;
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Matrix4 GetEyeMatrix();
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void AddToSceneThirdPersonView();
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void AddToSceneFirstPersonView();
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void SetSkinParameterForTool(Player::ToolType,
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asIScriptObject *);
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void SetCommonSkinParameter(asIScriptObject *);
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float GetLocalFireVibration();
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bool ShouldRenderInThirdPersonView();
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protected:
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virtual ~ClientPlayer();
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public:
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ClientPlayer(Player *p, Client *);
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Player *GetPlayer() const { return player; }
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void Invalidate();
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void Update(float dt);
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void AddToScene();
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void Draw2D();
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bool IsChangingTool();
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void FiredWeapon();
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void ReloadingWeapon();
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void ReloadedWeapon();
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float GetAimDownState() { return aimDownState; }
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float GetSprintState() { return sprintState; }
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};
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}
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} |