|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
|
|
* without written permission from Valve LLC.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
#pragma once
|
|
|
|
#ifndef PLAYER_H
|
|
|
|
#define PLAYER_H
|
|
|
|
|
|
|
|
#include "pm_materials.h"
|
|
|
|
|
|
|
|
#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet
|
|
|
|
#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet
|
|
|
|
#define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second.
|
|
|
|
#define PLAYER_MIN_BOUNCE_SPEED 200
|
|
|
|
#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
|
|
|
|
|
|
|
|
//
|
|
|
|
// Player PHYSICS FLAGS bits
|
|
|
|
//
|
|
|
|
#define PFLAG_ONLADDER ( 1<<0 )
|
|
|
|
#define PFLAG_ONSWING ( 1<<0 )
|
|
|
|
#define PFLAG_ONTRAIN ( 1<<1 )
|
|
|
|
#define PFLAG_ONBARNACLE ( 1<<2 )
|
|
|
|
#define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet
|
|
|
|
#define PFLAG_USING ( 1<<4 ) // Using a continuous entity
|
|
|
|
#define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't.
|
|
|
|
|
|
|
|
//
|
|
|
|
// generic player
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------
|
|
|
|
//This is Half-Life player entity
|
|
|
|
//-----------------------------------------------------
|
|
|
|
#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
|
|
|
|
|
|
|
|
#define SUIT_GROUP TRUE
|
|
|
|
#define SUIT_SENTENCE FALSE
|
|
|
|
|
|
|
|
#define SUIT_REPEAT_OK 0
|
|
|
|
#define SUIT_NEXT_IN_30SEC 30
|
|
|
|
#define SUIT_NEXT_IN_1MIN 60
|
|
|
|
#define SUIT_NEXT_IN_5MIN 300
|
|
|
|
#define SUIT_NEXT_IN_10MIN 600
|
|
|
|
#define SUIT_NEXT_IN_30MIN 1800
|
|
|
|
#define SUIT_NEXT_IN_1HOUR 3600
|
|
|
|
|
|
|
|
#define CSUITNOREPEAT 32
|
|
|
|
|
|
|
|
#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
|
|
|
|
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
|
|
|
|
|
|
|
|
#define TEAM_NAME_LENGTH 16
|
|
|
|
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
PLAYER_IDLE,
|
|
|
|
PLAYER_WALK,
|
|
|
|
PLAYER_JUMP,
|
|
|
|
PLAYER_SUPERJUMP,
|
|
|
|
PLAYER_DIE,
|
|
|
|
PLAYER_ATTACK1
|
|
|
|
} PLAYER_ANIM;
|
|
|
|
|
|
|
|
#define MAX_ID_RANGE 2048
|
|
|
|
#define SBAR_STRING_SIZE 128
|
|
|
|
|
|
|
|
enum sbar_data
|
|
|
|
{
|
|
|
|
SBAR_ID_TARGETNAME = 1,
|
|
|
|
SBAR_ID_TARGETHEALTH,
|
|
|
|
SBAR_ID_TARGETARMOR,
|
|
|
|
SBAR_ID_TARGETTEAM,
|
|
|
|
SBAR_END
|
|
|
|
};
|
|
|
|
|
|
|
|
#define PLAYER_MAX_SPEED 300
|
|
|
|
|
|
|
|
#define CHAT_INTERVAL 1.0f
|
|
|
|
|
|
|
|
class CBasePlayer : public CBaseMonster
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
// Spectator camera
|
|
|
|
/*void Observer_FindNextPlayer( bool bReverse );
|
|
|
|
void Observer_HandleButtons();
|
|
|
|
void Observer_SetMode( int iMode );
|
|
|
|
void Observer_CheckTarget();
|
|
|
|
void Observer_CheckProperties();
|
|
|
|
EHANDLE m_hObserverTarget;
|
|
|
|
float m_flNextObserverInput;
|
|
|
|
int m_iObserverWeapon; // weapon of current tracked target
|
|
|
|
int m_iObserverLastMode;// last used observer mode
|
|
|
|
int IsObserver() { return pev->iuser1; };*/
|
|
|
|
|
|
|
|
int random_seed; // See that is shared between client & server for shared weapons code
|
|
|
|
|
|
|
|
int m_iPlayerSound;// the index of the sound list slot reserved for this player
|
|
|
|
int m_iTargetVolume;// ideal sound volume.
|
|
|
|
int m_iWeaponVolume;// how loud the player's weapon is right now.
|
|
|
|
int m_iExtraSoundTypes;// additional classification for this weapon's sound
|
|
|
|
int m_iWeaponFlash;// brightness of the weapon flash
|
|
|
|
float m_flStopExtraSoundTime;
|
|
|
|
|
|
|
|
float m_flFlashLightTime; // Time until next battery draw/Recharge
|
|
|
|
int m_iFlashBattery; // Flashlight Battery Draw
|
|
|
|
|
|
|
|
int m_afButtonLast;
|
|
|
|
int m_afButtonPressed;
|
|
|
|
int m_afButtonReleased;
|
|
|
|
|
|
|
|
edict_t *m_pentSndLast; // last sound entity to modify player room type
|
|
|
|
float m_flSndRoomtype; // last roomtype set by sound entity
|
|
|
|
float m_flSndRange; // dist from player to sound entity
|
|
|
|
|
|
|
|
float m_flFallVelocity;
|
|
|
|
|
|
|
|
int m_rgItems[MAX_ITEMS];
|
|
|
|
int m_fKnownItem; // True when a new item needs to be added
|
|
|
|
int m_fNewAmmo; // True when a new item has been added
|
|
|
|
|
|
|
|
unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden
|
|
|
|
float m_fNextSuicideTime; // the time after which the player can next use the suicide command
|
|
|
|
|
|
|
|
// these are time-sensitive things that we keep track of
|
|
|
|
float m_flTimeStepSound; // when the last stepping sound was made
|
|
|
|
float m_flTimeWeaponIdle; // when to play another weapon idle animation.
|
|
|
|
float m_flSwimTime; // how long player has been underwater
|
|
|
|
float m_flDuckTime; // how long we've been ducking
|
|
|
|
float m_flWallJumpTime; // how long until next walljump
|
|
|
|
|
|
|
|
float m_flSuitUpdate; // when to play next suit update
|
|
|
|
int m_rgSuitPlayList[CSUITPLAYLIST];// next sentencenum to play for suit update
|
|
|
|
int m_iSuitPlayNext; // next sentence slot for queue storage;
|
|
|
|
int m_rgiSuitNoRepeat[CSUITNOREPEAT]; // suit sentence no repeat list
|
|
|
|
float m_rgflSuitNoRepeatTime[CSUITNOREPEAT]; // how long to wait before allowing repeat
|
|
|
|
int m_lastDamageAmount; // Last damage taken
|
|
|
|
float m_tbdPrev; // Time-based damage timer
|
|
|
|
|
|
|
|
float m_flgeigerRange; // range to nearest radiation source
|
|
|
|
float m_flgeigerDelay; // delay per update of range msg to client
|
|
|
|
int m_igeigerRangePrev;
|
|
|
|
int m_iStepLeft; // alternate left/right foot stepping sound
|
|
|
|
char m_szTextureName[CBTEXTURENAMEMAX]; // current texture name we're standing on
|
|
|
|
char m_chTextureType; // current texture type
|
|
|
|
|
|
|
|
int m_idrowndmg; // track drowning damage taken
|
|
|
|
int m_idrownrestored; // track drowning damage restored
|
|
|
|
|
|
|
|
int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to
|
|
|
|
// the hude via the DAMAGE message
|
|
|
|
BOOL m_fInitHUD; // True when deferred HUD restart msg needs to be sent
|
|
|
|
BOOL m_fGameHUDInitialized;
|
|
|
|
int m_iTrain; // Train control position
|
|
|
|
BOOL m_fWeapon; // Set this to FALSE to force a reset of the current weapon HUD info
|
|
|
|
|
|
|
|
EHANDLE m_pTank; // the tank which the player is currently controlling, NULL if no tank
|
|
|
|
float m_fDeadTime; // the time at which the player died (used in PlayerDeathThink())
|
|
|
|
|
|
|
|
BOOL m_fNoPlayerSound; // a debugging feature. Player makes no sound if this is true.
|
|
|
|
BOOL m_fLongJump; // does this player have the longjump module?
|
|
|
|
|
|
|
|
float m_tSneaking;
|
|
|
|
int m_iUpdateTime; // stores the number of frame ticks before sending HUD update messages
|
|
|
|
int m_iClientHealth; // the health currently known by the client. If this changes, send a new
|
|
|
|
int m_iClientBattery; // the Battery currently known by the client. If this changes, send a new
|
|
|
|
int m_iHideHUD; // the players hud weapon info is to be hidden
|
|
|
|
int m_iClientHideHUD;
|
|
|
|
int m_iFOV; // field of view
|
|
|
|
int m_iClientFOV; // client's known FOV
|
|
|
|
|
|
|
|
// usable player items
|
|
|
|
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
|
|
|
|
CBasePlayerItem *m_pActiveItem;
|
|
|
|
CBasePlayerItem *m_pClientActiveItem; // client version of the active item
|
|
|
|
CBasePlayerItem *m_pLastItem;
|
|
|
|
|
|
|
|
// shared ammo slots
|
|
|
|
int m_rgAmmo[MAX_AMMO_SLOTS];
|
|
|
|
int m_rgAmmoLast[MAX_AMMO_SLOTS];
|
|
|
|
|
|
|
|
Vector m_vecAutoAim;
|
|
|
|
BOOL m_fOnTarget;
|
|
|
|
int m_iDeaths;
|
|
|
|
float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn
|
|
|
|
|
|
|
|
int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
|
|
|
|
|
|
|
|
int m_nCustomSprayFrames;// Custom clan logo frames for this player
|
|
|
|
float m_flNextDecalTime;// next time this player can spray a decal
|
|
|
|
|
|
|
|
char m_szTeamName[TEAM_NAME_LENGTH];
|
|
|
|
|
|
|
|
virtual void Spawn( void );
|
|
|
|
|
|
|
|
//virtual void Think( void );
|
|
|
|
virtual void Jump( void );
|
|
|
|
virtual void Duck( void );
|
|
|
|
virtual void PreThink( void );
|
|
|
|
virtual void PostThink( void );
|
|
|
|
virtual Vector GetGunPosition( void );
|
|
|
|
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
|
|
|
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
|
|
|
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
|
|
|
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
|
|
|
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) + pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 ); }; // position to shoot at
|
|
|
|
virtual void StartSneaking( void ) { m_tSneaking = gpGlobals->time - 1; }
|
|
|
|
virtual void StopSneaking( void ) { m_tSneaking = gpGlobals->time + 30; }
|
|
|
|
virtual BOOL IsSneaking( void ) { return m_tSneaking <= gpGlobals->time; }
|
|
|
|
//++ BulliT
|
|
|
|
//virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
|
|
|
|
virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0 && !IsSpectator(); }
|
|
|
|
//++ BulliT
|
|
|
|
virtual BOOL ShouldFadeOnDeath( void ) { return FALSE; }
|
|
|
|
virtual BOOL IsPlayer( void ) { return TRUE; } // Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned
|
|
|
|
|
|
|
|
virtual BOOL IsNetClient( void ) { return TRUE; } // Bots should return FALSE for this, they can't receive NET messages
|
|
|
|
// Spectators should return TRUE for this
|
|
|
|
virtual const char *TeamID( void );
|
|
|
|
|
|
|
|
virtual int Save( CSave &save );
|
|
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
void RenewItems(void);
|
|
|
|
void RemoveAllItems( BOOL removeSuit );
|
|
|
|
BOOL SwitchWeapon( CBasePlayerItem *pWeapon );
|
|
|
|
|
|
|
|
// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
|
|
|
|
virtual void UpdateClientData( void );
|
|
|
|
|
|
|
|
static TYPEDESCRIPTION m_playerSaveData[];
|
|
|
|
|
|
|
|
// Player is moved across the transition by other means
|
|
|
|
virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
|
|
virtual void Precache( void );
|
|
|
|
BOOL IsOnLadder( void );
|
|
|
|
BOOL FlashlightIsOn( void );
|
|
|
|
void FlashlightTurnOn( void );
|
|
|
|
void FlashlightTurnOff( void );
|
|
|
|
|
|
|
|
void DeathSound ( void );
|
|
|
|
|
|
|
|
int Classify ( void );
|
|
|
|
void SetAnimation( PLAYER_ANIM playerAnim );
|
|
|
|
void SetWeaponAnimType( const char *szExtention );
|
|
|
|
const char *m_pszAnimExtention;
|
|
|
|
|
|
|
|
// custom player functions
|
|
|
|
virtual void ImpulseCommands( void );
|
|
|
|
void CheatImpulseCommands( int iImpulse );
|
|
|
|
|
|
|
|
void StartDeathCam( void );
|
|
|
|
void StartObserver( Vector vecPosition, Vector vecViewAngle );
|
|
|
|
void StopObserver();
|
|
|
|
|
|
|
|
void AddPoints( int score, BOOL bAllowNegativeScore );
|
|
|
|
void AddPointsToTeam( int score, BOOL bAllowNegativeScore );
|
|
|
|
BOOL AddPlayerItem( CBasePlayerItem *pItem );
|
|
|
|
BOOL RemovePlayerItem( CBasePlayerItem *pItem, bool bCallHoster );
|
|
|
|
void DropPlayerItem ( char *pszItemName );
|
|
|
|
BOOL HasPlayerItem( CBasePlayerItem *pCheckItem );
|
|
|
|
BOOL HasNamedPlayerItem( const char *pszItemName );
|
|
|
|
BOOL HasWeapons( void );// do I have ANY weapons?
|
|
|
|
void SelectPrevItem( int iItem );
|
|
|
|
void SelectNextItem( int iItem );
|
|
|
|
void SelectLastItem(void);
|
|
|
|
void SelectItem(const char *pstr);
|
|
|
|
void ItemPreFrame( void );
|
|
|
|
void ItemPostFrame( void );
|
|
|
|
void GiveNamedItem( const char *szName );
|
|
|
|
void EnableControl(BOOL fControl);
|
|
|
|
|
|
|
|
int GiveAmmo( int iAmount, const char *szName, int iMax );
|
|
|
|
void SendAmmoUpdate(void);
|
|
|
|
|
|
|
|
void WaterMove( void );
|
|
|
|
void EXPORT PlayerDeathThink( void );
|
|
|
|
void PlayerUse( void );
|
|
|
|
|
|
|
|
void CheckSuitUpdate();
|
|
|
|
void SetSuitUpdate( const char *name, int fgroup, int iNoRepeat );
|
|
|
|
void UpdateGeigerCounter( void );
|
|
|
|
void CheckTimeBasedDamage( void );
|
|
|
|
|
|
|
|
BOOL FBecomeProne ( void );
|
|
|
|
void BarnacleVictimBitten ( entvars_t *pevBarnacle );
|
|
|
|
void BarnacleVictimReleased ( void );
|
|
|
|
static int GetAmmoIndex(const char *psz);
|
|
|
|
int AmmoInventory( int iAmmoIndex );
|
|
|
|
int Illumination( void );
|
|
|
|
|
|
|
|
void ResetAutoaim( void );
|
|
|
|
Vector GetAutoaimVector( float flDelta );
|
|
|
|
Vector AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta );
|
|
|
|
|
|
|
|
void ForceClientDllUpdate( void ); // Forces all client .dll specific data to be resent to client.
|
|
|
|
|
|
|
|
void DeathMessage( entvars_t *pevKiller );
|
|
|
|
|
|
|
|
void SetCustomDecalFrames( int nFrames );
|
|
|
|
int GetCustomDecalFrames( void );
|
|
|
|
|
|
|
|
Vector m_vecLastViewAngles;
|
|
|
|
|
|
|
|
//Player ID
|
|
|
|
void InitStatusBar( void );
|
|
|
|
void UpdateStatusBar( void );
|
|
|
|
int m_izSBarState[SBAR_END];
|
|
|
|
float m_flNextSBarUpdateTime;
|
|
|
|
float m_flStatusBarDisappearDelay;
|
|
|
|
char m_SbarString0[SBAR_STRING_SIZE];
|
|
|
|
char m_SbarString1[SBAR_STRING_SIZE];
|
|
|
|
|
|
|
|
float m_flNextChatTime;
|
|
|
|
|
|
|
|
// Observer camera
|
|
|
|
void Observer_FindNextPlayer();
|
|
|
|
void Observer_HandleButtons();
|
|
|
|
void Observer_SetMode( int iMode );
|
|
|
|
EHANDLE m_hObserverTarget;
|
|
|
|
float m_flNextObserverInput;
|
|
|
|
int IsObserver() { return pev->iuser1; };
|
|
|
|
|
|
|
|
|
|
|
|
// QUAKECLASSIC
|
|
|
|
// Player
|
|
|
|
void Pain( CBaseEntity *pAttacker );
|
|
|
|
float m_flPainSoundFinished;
|
|
|
|
|
|
|
|
BOOL m_bHadFirstSpawn; // used to handle the MOTD
|
|
|
|
|
|
|
|
// Weapon selection
|
|
|
|
int W_BestWeapon( void );
|
|
|
|
void W_SetCurrentAmmo( int sendanim = 1 );
|
|
|
|
BOOL W_CheckNoAmmo( void );
|
|
|
|
void W_ChangeWeapon( int iWeaponNumber );
|
|
|
|
void W_CycleWeaponCommand( void );
|
|
|
|
void W_CycleWeaponReverseCommand( void );
|
|
|
|
|
|
|
|
// Weapon functionality
|
|
|
|
void Q_FireBullets(int iShots, Vector vecDir, Vector vecSpread);
|
|
|
|
void LightningDamage( Vector p1, Vector p2, CBaseEntity *pAttacker, float flDamage,Vector vecDir);
|
|
|
|
|
|
|
|
// Weapons
|
|
|
|
void W_Attack( int iQuadSound );
|
|
|
|
void W_FireAxe( void );
|
|
|
|
void W_FireShotgun( int QuadSound );
|
|
|
|
void W_FireSuperShotgun( int QuadSound );
|
|
|
|
void W_FireRocket( int QuadSound );
|
|
|
|
void W_FireLightning( int QuadSound );
|
|
|
|
void W_FireGrenade( int QuadSound );
|
|
|
|
void W_FireSuperSpikes( int QuadSound );
|
|
|
|
void W_FireSpikes( int QuadSound );
|
|
|
|
|
|
|
|
// Ammunition
|
|
|
|
void CheckAmmo( void );
|
|
|
|
int *m_pCurrentAmmo; // Always points to one of the four ammo counts below
|
|
|
|
int m_iAmmoRockets;
|
|
|
|
int m_iAmmoCells;
|
|
|
|
int m_iAmmoShells;
|
|
|
|
int m_iAmmoNails;
|
|
|
|
|
|
|
|
// Backpacks
|
|
|
|
void DropBackpack( void );
|
|
|
|
|
|
|
|
// Weapons
|
|
|
|
void Deathmatch_Weapon( int iOldWeapon, int iNewWeapon );
|
|
|
|
int m_iQuakeWeapon;
|
|
|
|
int m_iClientQuakeWeapon; // The last status of the m_iQuakeWeapon sent to the client.
|
|
|
|
int m_iQuakeItems;
|
|
|
|
int m_iClientQuakeItems; // The last status of the m_iQuakeItems sent to the client.
|
|
|
|
int m_iWeaponSwitch;
|
|
|
|
int m_iBackpackSwitch;
|
|
|
|
int m_iAutoWepSwitch;
|
|
|
|
|
|
|
|
// Weapon Data
|
|
|
|
float m_flAxeFire;
|
|
|
|
float m_flLightningTime;
|
|
|
|
int m_iNailOffset;
|
|
|
|
float m_flNextQuadSound;
|
|
|
|
|
|
|
|
// Powerups
|
|
|
|
float m_flSuperDamageFinished;
|
|
|
|
float m_flInvincibleFinished;
|
|
|
|
float m_flInvisibleFinished;
|
|
|
|
float m_flRadsuitFinished;
|
|
|
|
void PowerUpThink( void ); //Checks powerup timers and hadles their effects
|
|
|
|
char m_chOldModel[64]; //Save the player's model here
|
|
|
|
bool m_bPlayedQuadSound;
|
|
|
|
bool m_bPlayedEnvSound;
|
|
|
|
bool m_bPlayedInvSound;
|
|
|
|
bool m_bPlayedProtectSound;
|
|
|
|
|
|
|
|
BOOL m_bLostInvincSound;
|
|
|
|
BOOL m_bLostInvisSound;
|
|
|
|
BOOL m_bLostSuperSound;
|
|
|
|
BOOL m_bLostRadSound;
|
|
|
|
float m_fInvincSound;
|
|
|
|
float m_fSuperSound;
|
|
|
|
|
|
|
|
unsigned short m_usShotgunSingle;
|
|
|
|
unsigned short m_usShotgunDouble;
|
|
|
|
unsigned short m_usAxe;
|
|
|
|
unsigned short m_usAxeSwing;
|
|
|
|
unsigned short m_usRocket;
|
|
|
|
unsigned short m_usGrenade;
|
|
|
|
unsigned short m_usLightning;
|
|
|
|
unsigned short m_usSpike;
|
|
|
|
unsigned short m_usSuperSpike;
|
|
|
|
//++ BulliT
|
|
|
|
protected:
|
|
|
|
bool m_bIngame; //Player was in the game when match started.
|
|
|
|
public:
|
|
|
|
bool m_bReady; //True if player is ready to enter lts/lms
|
|
|
|
void Init(); //Init the player
|
|
|
|
const char *GetName(); //Get name
|
|
|
|
bool IsIngame(); //Returns true if allowed to enter the game. If false go specmode.
|
|
|
|
void SetIngame(bool bIngame); //Set to true to allow player in the game.
|
|
|
|
bool RespawnMatch(); //Respawn and removes players old enties.
|
|
|
|
void ResetScore();
|
|
|
|
bool IsSpectator(); //Returns true if spectating.
|
|
|
|
bool IsProxy(); //Returns true if proxy server client.
|
|
|
|
|
|
|
|
void RemoveAllItemsNoClientMessage();
|
|
|
|
|
|
|
|
void Spectate_Init();
|
|
|
|
void Spectate_Spectate();
|
|
|
|
void Spectate_Start();
|
|
|
|
void Spectate_Stop( bool bIntermediateSpawn = false );
|
|
|
|
void Spectate_UpdatePosition();
|
|
|
|
bool Spectate_Think();
|
|
|
|
bool Spectate_Follow( EHANDLE &pPlayer,int iMode );
|
|
|
|
bool Spectate_HLTV();
|
|
|
|
bool m_bSentBhopcap; // If false, the player just joined and needs a bhopcap message.
|
|
|
|
//-- Martin Webrant
|
|
|
|
};
|
|
|
|
|
|
|
|
//++ BulliT
|
|
|
|
inline const char *CBasePlayer::GetName()
|
|
|
|
{
|
|
|
|
return pev->netname ? ( ( STRING( pev->netname ) )[0] ? STRING( pev->netname ) : "" ) : "";
|
|
|
|
};
|
|
|
|
|
|
|
|
inline bool CBasePlayer::IsIngame()
|
|
|
|
{
|
|
|
|
return m_bIngame;
|
|
|
|
};
|
|
|
|
|
|
|
|
inline void CBasePlayer::SetIngame( bool bIngame )
|
|
|
|
{
|
|
|
|
m_bIngame = bIngame;
|
|
|
|
};
|
|
|
|
|
|
|
|
inline bool CBasePlayer::IsSpectator()
|
|
|
|
{
|
|
|
|
return pev->iuser1 > 0 || IsProxy();
|
|
|
|
};
|
|
|
|
|
|
|
|
inline bool CBasePlayer::IsProxy()
|
|
|
|
{
|
|
|
|
if( pev->flags & FL_PROXY )
|
|
|
|
return true;
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
|
|
|
|
// Spectator Movement modes (stored in pev->iuser1, so the physics code can get at them)
|
|
|
|
#define OBS_NONE 0
|
|
|
|
#define OBS_CHASE_LOCKED 1
|
|
|
|
#define OBS_CHASE_FREE 2
|
|
|
|
#define OBS_ROAMING 3
|
|
|
|
#define OBS_IN_EYE 4
|
|
|
|
#define OBS_MAP_FREE 5
|
|
|
|
#define OBS_MAP_CHASE 6
|
|
|
|
//-- Martin Webrant
|
|
|
|
|
|
|
|
// QUAKECLASSIC
|
|
|
|
#define Q_SMALL_PUNCHANGLE_KICK -2
|
|
|
|
#define Q_BIG_PUNCHANGLE_KICK -4
|
|
|
|
|
|
|
|
#define IT_AXE (1 << 0)
|
|
|
|
#define IT_SHOTGUN (1 << 1)
|
|
|
|
#define IT_SUPER_SHOTGUN (1 << 2)
|
|
|
|
#define IT_NAILGUN (1 << 3)
|
|
|
|
#define IT_SUPER_NAILGUN (1 << 4)
|
|
|
|
#define IT_GRENADE_LAUNCHER (1 << 5)
|
|
|
|
#define IT_ROCKET_LAUNCHER (1 << 6)
|
|
|
|
#define IT_LIGHTNING (1 << 7)
|
|
|
|
#define IT_EXTRA_WEAPON (1 << 8)
|
|
|
|
|
|
|
|
#define IT_SHELLS (1 << 9)
|
|
|
|
#define IT_NAILS (1 << 10)
|
|
|
|
#define IT_ROCKETS (1 << 11)
|
|
|
|
#define IT_CELLS (1 << 12)
|
|
|
|
|
|
|
|
#define IT_ARMOR1 (1 << 13)
|
|
|
|
#define IT_ARMOR2 (1 << 14)
|
|
|
|
#define IT_ARMOR3 (1 << 15)
|
|
|
|
#define IT_SUPERHEALTH (1 << 16)
|
|
|
|
|
|
|
|
#define IT_KEY1 (1 << 17)
|
|
|
|
#define IT_KEY2 (1 << 18)
|
|
|
|
|
|
|
|
#define IT_INVISIBILITY (1 << 19)
|
|
|
|
#define IT_INVULNERABILITY (1 << 20)
|
|
|
|
#define IT_SUIT (1 << 21)
|
|
|
|
#define IT_QUAD (1 << 22)
|
|
|
|
|
|
|
|
#define AUTOAIM_2DEGREES 0.0348994967025
|
|
|
|
#define AUTOAIM_5DEGREES 0.08715574274766
|
|
|
|
#define AUTOAIM_8DEGREES 0.1391731009601
|
|
|
|
#define AUTOAIM_10DEGREES 0.1736481776669
|
|
|
|
|
|
|
|
extern int gmsgHudText;
|
|
|
|
extern BOOL gInitHUD;
|
|
|
|
|
|
|
|
#define MAX_TELES 256
|
|
|
|
|
|
|
|
#endif // PLAYER_H
|