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📄 player_self.h

📁 国外网游源码....除工具源码缺少之外,其余程序都全...至于,什么游戏,因为国内还没有,所以找不到测试
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//-----------------------------------------------------------------------------------------------------------
//	File. Player_Self.h
//-----------------------------------------------------------------------------------------------------------

#ifndef _PLAYER_SELF_
#define _PLAYER_SELF_

class CGameUI;
class CMCGTimer;
class CColion;
class CMcFonts;

class CPlayer_Self : public CPlayer
{
public:
	CPlayer_Self();
	virtual ~CPlayer_Self();

	virtual void	Init();
	virtual	HRESULT Create( UserInfoEx *pUserInfo, CModelManager *pModel, CItemManager *pManager,short nSelect = 0);

	virtual	bool	Hit(short nDestUser,int nDamage);
	virtual void	Render(bool bBoundBox=false);

	virtual void	SetPos(D3DXVECTOR3 vPos);
	virtual void	Rotate(char nType,float Angle);
	
	virtual	bool	FrameMove();
	virtual float	SetLookAt(D3DXVECTOR3 *pV);
	virtual void	SendMyPosInfo(BYTE Frame);
	//virtual bool	FireWeapon();

	// 悼扁拳俊 静捞绰 绊胶飘
	// Self俊急  const GHOST* ghost 牢磊 公矫
	virtual bool	SetGhost(bool bDeath, const GHOST* ghost);
	bool IsSitDown()	{ return m_bSitDown; }
	void UpdateAnimation();

	//橇饭烙俊 蝶弗 匙飘况农
	//metaljack 眠啊.
//	void SendMyPosInfo(BYTE Frame);

	int FrameColion(bool bGravity=TRUE, bool bSpeed=true, bool bMove = true);
	
	CColion *GetColion() { return m_cpCol; }

	//----------------------------------------------------------------//
	//	Animation
	//----------------------------------------------------------------//
	virtual	bool	Ani_Start(ANI_ACTION Action,int nLooping=-1);	// Action篮 救俊辑 蔼阑 官槽促
	virtual	bool	Ani_Stop(ANI_ACTION Action);
	virtual bool	Ani_IsEnd(ANI_ACTION Action);

protected:
	bool	CheckGhostLook();	// 菩哦档 咯扁辑 朝覆
	bool	CameraTranslation();	// 弥辆利牢 墨皋扼 谅钎 肯己-> 老窜 救靖
	
	BYTE	GetCurrentCharatorState();

	//------------------------------//
	//	Action
	//------------------------------//
	virtual bool Act_Walking();
	virtual bool Act_Jumping();
	virtual bool Act_SitDown();
	virtual bool Act_Reload();
	//virtual bool Act_WeaponChange();
	virtual bool Act_Fire();
	virtual bool Act_Sight();
	

	virtual	bool SetLight();

	// 胶抛捞瘤绰 淋 硅加阑 持绰 蠢肠.
	void Joom(float fStage=1.f,float fSpeed=5.f)
	{ 
		m_fJoomStage = fStage*4;
		m_fJoomSpeed = fSpeed;
	}
	
	bool	Act_ShootCamera();
	
	

public:
	CGameUI * m_pUI;

protected:
	CMCGTimer	*m_pTimer;
	CMCGCamera	*m_pCamera;
	CMcFonts	*m_pFontsRespawn;
	
	// 何胶磐
	D3DXVECTOR3 m_vDirRS;
	bool		m_bBreaking;
	int			m_nOldKey;

	// Jump
	D3DXVECTOR3 m_vBackupJumpPos;
	D3DXVECTOR3 m_vJumpPos;
	D3DXVECTOR3 m_vJumpSpeed;
	DWORD		m_dwJumpAccTime;
	
	// 墨皋扼 臭捞
	float		m_fMaxCam_Y;
	float		m_fCurCam_Y;
	D3DXVECTOR3 m_vCamPos;	// 墨皋扼 谅钎
	
	// 墨皋扼 淋
	float		m_fJoomStage;	// 4甫 蚌茄促
	float		m_fJoomSpeed;
	
	// 面倒贸府
	CColion		*m_cpCol;
	bool		m_bGravity;		// 碍力吝仿
	D3DXVECTOR3 m_vColDir;		// col 拌魂且 规氢
	D3DXVECTOR3 m_vColPos;		// col 拌魂且 困摹
	float		m_fColDist;		// col 拌魂且 加档

	float		m_fRealSpeed;	// 促弗荤恩俊霸 焊郴扁困茄 柳楼胶乔靛.

	int			m_iCollisionNum;
	
	CCollision	*m_pUserCollision;
};

#endif

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