CBasePlayer: Difference between revisions
		
		
		
		
		
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Bug:On the client, CBasePlayer is 
		
	
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Revision as of 16:52, 21 February 2010
CBasePlayer is the class from which all player classes should inherit. See also Category:CBasePlayer.
#define C_BasePlayer so that shared code works. Unfortunately, Visual Studio's Intellisense system (prior to 2010, which fixes this) is confused by this and will apply the #def even when you are looking at the server: you'll keep getting sent to C_BasePlayer when looking up references, definitions, and so on. This issue doesn't affect the compiler, thankfully!  [todo tested in ?]Server
Functions
This list is cursory and may be inaccurate:
- Weapon selection
 - Viewmodel state
 - FOV (including zoom)
 - Eye position & smoothing
 - Current PVS (for network updates)
 - Flashlight state
 - Battery state (sprinting, flashight drain, oxygen supply...)
 - Ladder state
 - Hint system
 - Respawn state
 - Connection state
 - Receiving & managing usercmds (
CPlayerMoveexecutes) - Some prediction setup
 - CreatePlayer (called from <game>_client)
 - Autokick enabled/disabled
 - Player name, chat, team & serverID
 - Spectator system
 - Bot plug-in support
 - Client-to-server console commands
 - MP tonemap Hammer input (new addition, available in SDK but has yet to roll out to Valve's own games)
 - Armour amount
 - Score, kills, deaths
 - Suicide
 - Time-based damage (drowning, fire...)
 - VPhysics shadow
 - Special QPhysics movement code
 - "Player-simulated entities"
 - Auto-aim
 - HEV suit (vox, Geiger counter)
 - HUD updates (inc. damage received)
 - Using/picking up objects
 - Vehicle interaction
 - "Replay mode"
 - Footsteps
 - Gamepad rumble
 - Debug overlays
 - Level fog
 
Related classes
CBaseCombatCharacter(base class)CBotManager(friend class)CPlayerMoveCUserCmdCPlayerInfoCPlayerCmdInfoCPlayerSimInfoCCommandContextCBloodSplat
Client
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