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A bit of cleanup in the ff_sh_gamemovement header
* Broke up function declarations into 3 categories: FF-specific, Extended (meaning the BaseClass function is always called in the overwritten function), and Overwritten (meaning the BaseClass function is probably never called)
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1 changed files with 9 additions and 9 deletions
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@ -16,29 +16,29 @@ public:
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CFF_SH_GameMovement() {};
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CFF_SH_GameMovement() {};
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protected:
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protected:
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// FF specific functions -->
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// --> FF functions
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bool CanJump( void );
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bool CanJump( void );
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bool DoDoubleJump( float &flJumpSpeed );
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bool DoDoubleJump( float &flJumpSpeed );
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bool DoTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed );
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bool DoTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed );
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bool DoDownTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed );
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bool DoDownTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed );
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float ApplySoftCap( float &flSpeed );
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float ApplySoftCap( float &flSpeed );
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float ApplyHardCap( float &flSpeed );
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float ApplyHardCap( float &flSpeed );
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// FF specific functions <--
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// <-- FF functions
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/// Catches all landings
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// --> Extended functions (meaning the BaseClass function is always called)
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virtual void PlayerMove( void );
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virtual void OnLand( float flFallVelocity );
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virtual void OnLand( float flFallVelocity );
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// <-- Extended functions
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/// Overwritten from gamemovement.cpp -->
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// --> Overwritten functions
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// Jumping
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// Jumping
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virtual void PlayerRoughLandingEffects( float fvol );
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virtual void PlayerRoughLandingEffects( float fvol );
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virtual bool CheckJumpButton( void );
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virtual bool CheckJumpButton( void );
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// Ducking
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// Ducking
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virtual void Duck( void );
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virtual void Duck( void );
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virtual void FinishUnDuck( void );
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virtual void FinishUnDuck( void );
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/// Overwritten from gamemovement.cpp <---
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// <--- Overwritten functions
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/// For debug purposes only
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virtual void PlayerMove( void );
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};
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};
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#endif
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#endif
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