//========= Copyright 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