67 lines
2.0 KiB
C++
67 lines
2.0 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/** This entity class is the lowest client/player class.
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It is mostly concerned with the features shared between players
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and spectating clients alike.
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*/
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class
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NSClient:NSNavAI
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{
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private:
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vector origin_net;
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vector velocity_net;
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NSXRSpace m_xrSpace;
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NSXRInput m_xrInputHead;
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NSXRInput m_xrInputLeft;
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NSXRInput m_xrInputRight;
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public:
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void NSClient(void);
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/* final input handling of the client */
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virtual void ClientInput(void);
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virtual void PreFrame(void);
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virtual void PostFrame(void);
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virtual bool IsFakeSpectator(void);
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virtual bool IsRealSpectator(void);
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virtual bool IsDead(void);
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virtual bool IsPlayer(void);
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virtual void OnRemoveEntity(void);
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#ifdef CLIENT
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/** Called to give a chance to override input variables before networking */
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virtual void ClientInputFrame(void);
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/** Called every single client frame when this client is alive */
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virtual void UpdateAliveCam(void);
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/** Called every single client frame when this client is dead */
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virtual void UpdateDeathcam(void);
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/** Called every single client frame during intermission */
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virtual void UpdateIntermissionCam(void);
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/* run every frame before renderscene() */
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virtual float predraw(void);
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#else
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virtual void Save(float);
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virtual void Restore(string,string);
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#endif
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};
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