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)
This commit is contained in:
squeek 2013-11-01 08:02:37 +00:00
parent 3bb04eebd3
commit 06b498005e

View file

@ -16,29 +16,29 @@ public:
CFF_SH_GameMovement() {}; CFF_SH_GameMovement() {};
protected: protected:
// FF specific functions --> // --> FF functions
bool CanJump( void ); bool CanJump( void );
bool DoDoubleJump( float &flJumpSpeed ); bool DoDoubleJump( float &flJumpSpeed );
bool DoTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed ); bool DoTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed );
bool DoDownTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed ); bool DoDownTrimp( float flGroundDotProduct, float &flSpeed, float &flJumpSpeed );
float ApplySoftCap( float &flSpeed ); float ApplySoftCap( float &flSpeed );
float ApplyHardCap( float &flSpeed ); float ApplyHardCap( float &flSpeed );
// FF specific functions <-- // <-- FF functions
/// Catches all landings // --> Extended functions (meaning the BaseClass function is always called)
virtual void PlayerMove( void );
virtual void OnLand( float flFallVelocity ); virtual void OnLand( float flFallVelocity );
// <-- Extended functions
/// Overwritten from gamemovement.cpp --> // --> Overwritten functions
// Jumping // Jumping
virtual void PlayerRoughLandingEffects( float fvol ); virtual void PlayerRoughLandingEffects( float fvol );
virtual bool CheckJumpButton( void ); virtual bool CheckJumpButton( void );
// Ducking // Ducking
virtual void Duck( void ); virtual void Duck( void );
virtual void FinishUnDuck( void ); virtual void FinishUnDuck( void );
/// Overwritten from gamemovement.cpp <--- // <--- Overwritten functions
/// For debug purposes only
virtual void PlayerMove( void );
}; };
#endif #endif