📄 player_self.h
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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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