IVehicle: Difference between revisions
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// Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers | // Get and set the current driver. Use [[PassengerRole_t]] enum in shareddefs.h for adding passengers | ||
virtual [[CBasePlayer]]* [[GetPassenger]]( int nRole = VEHICLE_DRIVER ) = 0; | virtual [[CBasePlayer]]* [[GetPassenger]]( int nRole = VEHICLE_DRIVER ) = 0; | ||
virtual int [[GetPassengerRole]]( CBasePlayer *pPassenger ) = 0; | virtual int [[GetPassengerRole]]( CBasePlayer *pPassenger ) = 0; |
Revision as of 20:49, 9 May 2006
This interface class is defined in src\game_shared\IVehicle.h
. This class is the interface from which vehicles are derived. It is used by the player to access vehicles.
class IVehicle { public: // Get and set the current driver. Use PassengerRole_t enum in shareddefs.h for adding passengers virtual CBasePlayer* GetPassenger( int nRole = VEHICLE_DRIVER ) = 0; virtual int GetPassengerRole( CBasePlayer *pPassenger ) = 0; // Where is the passenger seeing from? virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles ) = 0; // Does the player use his normal weapons while in this mode? virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_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; }