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clientPlayer类继承结构

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发表于 2003-10-7 11:01:00 | 显示全部楼层 |阅读模式
// An IHandleEntity-derived class can go into an entity list and use ehandles.
class IHandleEntity
        |
// This is the client's version of IUnknown. We may want to use a QueryInterface-like
// mechanism if this gets big.
class IClientUnknown : public IHandleEntity
        |
// Purpose: All client entities must implement this interface.
class IClientEntity : public IClientUnknown, public IClientRenderable, public IClientNetworkable, public IClientThinkable
        |
// Purpose: Base client side entity object
class C_BaseEntity : public IClientEntity
        |
class C_BaseAnimating : public C_BaseEntity
        |
class C_BaseAnimatingOverlay : public C_BaseAnimating
        |
class C_BaseFlex : public C_BaseAnimatingOverlay
        |
class C_BaseCombatCharacter : public C_BaseFlex
        |
// Purpose: Base Player class
class C_BasePlayer : public C_BaseCombatCharacter
        |
class C_HL1_Player : public CBasePlayer

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