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661 lines
19 KiB
661 lines
19 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Player for HL1. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef DOD_PLAYER_H |
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#define DOD_PLAYER_H |
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#pragma once |
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#include "basemultiplayerplayer.h" |
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#include "server_class.h" |
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#include "dod_playeranimstate.h" |
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#include "dod_shareddefs.h" |
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#include "dod_player_shared.h" |
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#include "unisignals.h" |
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#include "dod_statmgr.h" |
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#include "utlmap.h" |
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#include "steam/steam_gameserver.h" |
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#include "hintsystem.h" |
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// Function table for each player state. |
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class CDODPlayerStateInfo |
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{ |
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public: |
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DODPlayerState m_iPlayerState; |
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const char *m_pStateName; |
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void (CDODPlayer::*pfnEnterState)(); // Init and deinit the state. |
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void (CDODPlayer::*pfnLeaveState)(); |
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void (CDODPlayer::*pfnPreThink)(); // Do a PreThink() in this state. |
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}; |
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class CDODPlayer; |
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//======================================= |
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//Record of either damage taken or given. |
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//Contains the player name that we hurt or that hurt us, |
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//and the total damage |
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//======================================= |
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class CDamageRecord |
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{ |
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public: |
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CDamageRecord( const char *pszName, int iLifeID, int iDamage ) |
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{ |
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Q_strncpy( m_szPlayerName, pszName, MAX_PLAYER_NAME_LENGTH ); |
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m_iDamage = iDamage; |
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m_iNumHits = 1; |
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m_iLifeID = iLifeID; |
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} |
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void AddDamage( int iDamage ) |
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{ |
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m_iDamage += iDamage; |
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m_iNumHits++; |
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} |
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char *GetPlayerName( void ) { return m_szPlayerName; } |
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int GetDamage( void ) { return m_iDamage; } |
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int GetNumHits( void ) { return m_iNumHits; } |
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int GetLifeID( void ) { return m_iLifeID; } |
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private: |
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char m_szPlayerName[MAX_PLAYER_NAME_LENGTH]; |
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int m_iLifeID; // life ID of the player when this damage was done |
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int m_iDamage; //how much damage was done |
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int m_iNumHits; //how many hits |
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}; |
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#define SIGNAL_CAPTUREAREA (1<<0) |
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class CDODBombTarget; |
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class CDODPlayerStatProperty |
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{ |
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DECLARE_CLASS_NOBASE( CDODPlayerStatProperty ); |
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public: |
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CDODPlayerStatProperty() |
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{ |
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m_iCurrentLifePlayerClass = -1; |
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m_bRecordingStats = false; |
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ResetPerLifeStats(); |
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} |
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~CDODPlayerStatProperty() {} |
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void SetClassAndTeamForThisLife( int iPlayerClass, int iTeam ); |
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void IncrementPlayerClassStat( DODStatType_t statType, int iValue = 1 ); |
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void IncrementWeaponStat( DODWeaponID iWeaponID, DODStatType_t statType, int iValue = 1 ); |
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// reset per life stats |
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void ResetPerLifeStats( void ); |
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// send this life's worth of data to the client |
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void SendStatsToPlayer( CDODPlayer *pPlayer ); |
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private: |
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bool m_bRecordingStats; // not recording until we get a valid class. stop recording when we join spectator |
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int m_iCurrentLifePlayerClass; |
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int m_iCurrentLifePlayerTeam; |
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// single life's worth of player stats |
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dod_stat_accumulator_t m_PlayerStatsPerLife; |
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// single life's worth of weapon stats |
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dod_stat_accumulator_t m_WeaponStatsPerLife[WEAPON_MAX]; |
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bool m_bWeaponStatsDirty[WEAPON_MAX]; |
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}; |
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//============================================================================= |
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// >> Day of Defeat player |
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//============================================================================= |
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class CDODPlayer : public CBaseMultiplayerPlayer |
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{ |
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public: |
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DECLARE_CLASS( CDODPlayer, CBaseMultiplayerPlayer ); |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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CDODPlayer(); |
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~CDODPlayer(); |
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static CDODPlayer *CreatePlayer( const char *className, edict_t *ed ); |
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static CDODPlayer* Instance( int iEnt ); |
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// This passes the event to the client's and server's CPlayerAnimState. |
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void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ); |
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void SetupBones( matrix3x4_t *pBoneToWorld, int boneMask ); |
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virtual void Precache(); |
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void PrecachePlayerModel( const char *szPlayerModel ); |
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virtual void Spawn(); |
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virtual void InitialSpawn( void ); |
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virtual void CheatImpulseCommands( int iImpulse ); |
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virtual void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper ); |
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virtual void PreThink(); |
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virtual void PostThink(); |
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virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo ); |
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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virtual void Event_Killed( const CTakeDamageInfo &info ); |
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); |
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void Pain( void ); |
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void OnDamagedByExplosion( const CTakeDamageInfo &info ); |
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void OnDamageByStun( const CTakeDamageInfo &info ); |
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void DeafenThink( void ); |
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virtual void UpdateGeigerCounter( void ) {} |
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virtual void CheckTrainUpdate( void ) {} |
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virtual void CreateViewModel( int viewmodelindex = 0 ); |
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virtual bool SetObserverMode(int mode); // sets new observer mode, returns true if successful |
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virtual bool ModeWantsSpectatorGUI( int iMode ) { return ( iMode != OBS_MODE_DEATHCAM && iMode != OBS_MODE_FREEZECAM ); } |
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// from CBasePlayer |
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void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize ); |
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CBaseEntity* EntSelectSpawnPoint(); |
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void ChangeTeam( int iTeamNum ); |
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bool CanMove( void ) const; |
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virtual void SharedSpawn(); |
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void CheckProneMoveSound( int groundspeed, bool onground ); |
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity ); |
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ); |
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virtual const Vector GetPlayerMins( void ) const; // uses local player |
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virtual const Vector GetPlayerMaxs( void ) const; // uses local player |
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void DODRespawn( void ); |
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virtual void SetAnimation( PLAYER_ANIM playerAnim ); |
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CBaseEntity * GiveNamedItem( const char *pszName, int iSubType = 0 ); |
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bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon ); |
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void SetScore( int score ); |
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void AddScore( int num ); |
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int GetScore( void ) { return m_iScore; } |
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int m_iScore; |
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// Simulates a single frame of movement for a player |
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void RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime ); |
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//Damage record functions |
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void RecordDamageTaken( CDODPlayer *pAttacker, int iDamageTaken ); |
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void RecordWorldDamageTaken( int iDamageTaken ); |
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void RecordDamageGiven( CDODPlayer *pVictim, int iDamageGiven ); |
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void ResetDamageCounters(); //Reset all lists |
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void OutputDamageTaken( void ); |
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void OutputDamageGiven( void ); |
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// Voice Commands |
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//============ |
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void HandleCommand_Voice( const char *pcmd ); // player submitted a raw voice_ command |
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void HandleCommand_HandSignal( const char *pcmd ); // player wants to show a hand signal |
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void VoiceCommand( int iVoiceCommand ); // internal voice command function |
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void HandSignal( int iSignal ); // same for hand signals |
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float m_flNextVoice; |
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float m_flNextHandSignal; |
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void PopHelmet( Vector vecDir, Vector vecForceOrigin ); |
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bool DropActiveWeapon( void ); |
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bool DropPrimaryWeapon( void ); |
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bool DODWeaponDrop( CBaseCombatWeapon *pWeapon, bool bThrowForward ); |
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bool BumpWeapon( CBaseCombatWeapon *pBaseWeapon ); |
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CWeaponDODBase* GetActiveDODWeapon() const; |
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virtual void AttemptToExitFreezeCam( void ); |
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//Generic Ammo |
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//============ |
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void DropGenericAmmo( void ); |
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void ReturnGenericAmmo( void ); |
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bool GiveGenericAmmo( void ); |
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bool m_bHasGenericAmmo; |
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void ResetBleeding( void ); |
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void Bandage( void ); // stops the bleeding |
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void SetBandager( CDODPlayer *pPlayer ); |
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bool IsBeingBandaged( void ); |
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EHANDLE m_hBandager; |
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//Area Signals |
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//============ |
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//to determine if the player is in a sandbag trigger |
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CUnifiedSignals m_signals; // Player signals (buy zone, bomb zone, etc.) |
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int m_iCapAreaIconIndex; //which area's icon to show - we are not necessarily capping it. |
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int m_iObjectAreaIndex; //if the player is in an object cap area, which one? |
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void SetCapAreaIndex( int index ); |
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int GetCapAreaIndex( void ); |
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void ClearCapAreaIndex() { SetCapAreaIndex(-1); } |
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void SetCPIndex( int index ); |
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float m_fHandleSignalsTime; //time to next check the area signals |
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void HandleSignals( void ); //check if signals need to do anything, like turn icons on or off |
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bool ShouldAutoReload( void ) { return m_bAutoReload; } |
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void SetAutoReload( bool bAutoReload ) { m_bAutoReload = bAutoReload; } |
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bool ShouldAutoRezoom( void ) { return m_bAutoRezoom; } |
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void SetAutoRezoom( bool bAutoRezoom ) { m_bAutoRezoom = bAutoRezoom; } |
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// Hints |
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virtual CHintSystem *Hints( void ) { return &m_Hints; } |
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// Reset all scores |
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void ResetScores( void ); |
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int GetHealthAsString( char *pDest, int iDestSize ); |
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int GetLastPlayerIDAsString( char *pDest, int iDestSize ); |
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int GetClosestPlayerHealthAsString( char *pDest, int iDestSize ); |
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int GetPlayerClassAsString( char *pDest, int iDestSize ); |
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int GetNearestLocationAsString( char *pDest, int iDestSize ); |
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int GetTimeleftAsString( char *pDest, int iDestSize ); |
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int GetStringForEscapeSequence( char c, char *pDest, int iDestSize ); |
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virtual void CheckChatText( char *p, int bufsize ); |
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void PushawayThink(); |
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void DestroyRagdoll( void ); |
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virtual bool CanHearChatFrom( CBasePlayer *pPlayer ); |
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virtual void CommitSuicide( bool bExplode = false, bool bForce = false ); |
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virtual void CommitSuicide( const Vector &vecForce, bool bExplode = false, bool bForce = false ); |
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virtual bool StartReplayMode( float fDelay, float fDuration, int iEntity ); |
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virtual void StopReplayMode(); |
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void PickUpWeapon( CWeaponDODBase *pWeapon ); |
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int GetPriorityForPickUpEnt( CBaseEntity *pEnt ); |
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virtual CBaseEntity *FindUseEntity(); |
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virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ); |
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bool ShouldCollide( int collisionGroup, int contentsMask ) const; |
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void SetDeathFlags( int iDeathFlags ) { m_iDeathFlags = iDeathFlags; } |
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int GetDeathFlags() { return m_iDeathFlags; } |
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void RemoveNemesisRelationships(); |
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virtual void OnAchievementEarned( int iAchievement ); |
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void RecalculateAchievementAwardsMask(); |
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bool ShouldInstantRespawn( void ); |
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void StatEvent_UploadStats( void ); |
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void StatEvent_KilledPlayer( DODWeaponID iKillingWeapon ); |
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void StatEvent_WasKilled( void ); |
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void StatEvent_RoundWin( void ); |
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void StatEvent_RoundLoss( void ); |
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void StatEvent_PointCaptured( void ); |
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void StatEvent_CaptureBlocked( void ); |
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void StatEvent_BombPlanted( void ); |
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void StatEvent_BombDefused( void ); |
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void StatEvent_ScoredDomination( void ); |
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void StatEvent_ScoredRevenge( void ); |
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void StatEvent_WeaponFired( DODWeaponID iWeaponID ); |
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void StatEvent_WeaponHit( DODWeaponID iWeaponID, bool bWasHeadshot ); |
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// ------------------------------------------------------------------------------------------------ // |
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// Player state management. |
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// ------------------------------------------------------------------------------------------------ // |
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public: |
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void State_Transition( DODPlayerState newState ); |
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DODPlayerState State_Get() const; // Get the current state. |
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void MoveToNextIntroCamera(); //Cycle view through available intro cameras |
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bool ClientCommand( const CCommand &args ); |
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virtual bool IsReadyToPlay( void ); |
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void FireBullets( const FireBulletsInfo_t &info ); |
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bool CanAttack( void ); |
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void SetBazookaDeployed( bool bDeployed ) { m_bBazookaDeployed = bDeployed; } |
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// from cbasecombatcharacter |
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virtual void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity ); |
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virtual void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ); |
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void DeathSound( const CTakeDamageInfo &info ); |
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Activity TranslateActivity( Activity baseAct, bool *pRequired = NULL ); |
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CNetworkVar( float, m_flStunDuration ); |
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CNetworkVar( float, m_flStunMaxAlpha ); |
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// Stats Functions |
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void Stats_WeaponFired( int weaponID ); |
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void Stats_WeaponHit( CDODPlayer *pVictim, int weaponID, int iDamage, int iDamageGiven, int hitgroup, float flHitDistance ); |
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void Stats_HitByWeapon( CDODPlayer *pAttacker, int weaponID, int iDamage, int iDamageGiven, int hitgroup ); |
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void Stats_KilledPlayer( CDODPlayer *pVictim, int weaponID ); |
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void Stats_KilledByPlayer( CDODPlayer *pAttacker, int weaponID ); |
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void Stats_AreaDefended( void ); |
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void Stats_AreaCaptured( void ); |
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void Stats_BonusRoundKill( void ); |
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void Stats_BombDetonated( void ); |
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void PrintLifetimeStats( void ); |
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// Called whenever this player fires a shot. |
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void NoteWeaponFired(); |
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virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const; |
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void TallyLatestTimePlayedPerClass( int iOldTeam, int iOldClass ); |
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void ResetProgressBar( void ); |
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void SetProgressBarTime( int barTime ); |
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void StoreCaptureBlock( int iAreaIndex, int iCapAttempt ); |
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int GetLastBlockCapAttempt( void ); |
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int GetLastBlockAreaIndex( void ); |
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public: |
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CNetworkVarEmbedded( CDODPlayerShared, m_Shared ); |
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int m_flNextTimeCheck; // Next time the player can execute a "timeleft" command |
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Vector m_lastStandingPos; // used by the gamemovement code for finding ladders |
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void SetSprinting( bool bIsSprinting ); |
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void SetDefusing( CDODBombTarget *pTarget ); |
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bool m_bIsDefusing; |
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CHandle<CDODBombTarget> m_pDefuseTarget; |
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void SetPlanting( CDODBombTarget *pTarget ); |
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bool m_bIsPlanting; |
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CHandle<CDODBombTarget> m_pPlantTarget; |
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// Achievements |
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void HandleHeadshotAchievement( int iNumHeadshots ); |
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void HandleDeployedMGKillCount( int iNumDeployedKills ); |
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int GetDeployedKillStreak( void ); |
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void HandleEnemyWeaponsAchievement( int iNumEnemyWpnKills ); |
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void ResetComboWeaponKill( void ); |
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void HandleComboWeaponKill( int iWeaponType ); |
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virtual void PlayUseDenySound(); |
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int iNumKilledByUnanswered[MAX_PLAYERS+1]; // how many unanswered kills this player has been dealt by every other player |
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#if !defined(NO_STEAM) |
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STEAM_GAMESERVER_CALLBACK( CDODPlayer, OnGSStatsReceived, GSStatsReceived_t, m_CallbackGSStatsReceived ); |
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#endif |
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private: |
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bool SelectSpawnSpot( const char *pEntClassName, CBaseEntity* &pSpot ); |
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CBaseEntity *SelectSpawnSpot( CUtlVector<EHANDLE> *pSpawnPoints, int &iLastSpawnIndex ); |
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// Copyed from EyeAngles() so we can send it to the client. |
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CNetworkQAngle( m_angEyeAngles ); |
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IDODPlayerAnimState *m_PlayerAnimState; |
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int FlashlightIsOn( void ); |
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void FlashlightTurnOn( void ); |
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void FlashlightTurnOff( void ); |
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void ShowClassSelectMenu(); |
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void CheckRotateIntroCam( void ); |
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void State_Enter( DODPlayerState newState ); // Initialize the new state. |
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void State_Leave(); // Cleanup the previous state. |
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void State_PreThink(); // Update the current state. |
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// Specific state handler functions. |
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void State_Enter_WELCOME(); |
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void State_PreThink_WELCOME(); |
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void State_Enter_PICKINGTEAM(); |
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void State_Enter_PICKINGCLASS(); |
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void State_PreThink_PICKING(); |
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void State_Enter_ACTIVE(); |
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void State_PreThink_ACTIVE(); |
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void State_Enter_OBSERVER_MODE(); |
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void State_PreThink_OBSERVER_MODE(); |
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void State_Enter_DEATH_ANIM(); |
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void State_PreThink_DEATH_ANIM(); |
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virtual void PlayerDeathThink(); |
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// When the player joins, it cycles their view between trigger_camera entities. |
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// This is the current camera, and the time that we'll switch to the next one. |
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EHANDLE m_pIntroCamera; |
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float m_fIntroCamTime; |
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// Find the state info for the specified state. |
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static CDODPlayerStateInfo* State_LookupInfo( DODPlayerState state ); |
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// This tells us which state the player is currently in (joining, observer, dying, etc). |
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// Each state has a well-defined set of parameters that go with it (ie: observer is movetype_noclip, non-solid, |
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// invisible, etc). |
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CNetworkVar( DODPlayerState, m_iPlayerState ); |
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// Tracks our ragdoll entity. |
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CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle |
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float m_flLastMovement; // Time the player last moved, used for mp_autokick |
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void InitProne( void ); |
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void InitSprinting( void ); |
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bool IsSprinting( void ); |
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bool CanSprint( void ); |
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int m_iDeathFlags; // death notice flags related to domination/revenge |
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CNetworkVar( int, m_iAchievementAwardsMask ); |
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protected: |
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void CreateRagdollEntity(); |
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void PhysObjectSleep(); |
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void PhysObjectWake(); |
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private: |
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friend void Bot_Think( CDODPlayer *pBot ); // needs to use the HandleCommand_ stuff. |
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bool HandleCommand_JoinTeam( int iTeam ); |
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bool HandleCommand_JoinClass( int iClass ); |
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CDODPlayerStateInfo *m_pCurStateInfo; // This can be NULL if no state info is defined for m_iPlayerState. |
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bool m_bTeamChanged; //have we changed teams this spawn? Used to enforce one team switch per death rule |
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float m_flNextStaminaThink; //time to do next stamina gain |
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CNetworkVar( float, m_flStamina ); //stamina for sprinting, jumping etc |
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Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame |
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bool m_bBazookaDeployed; |
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//A list of damage given |
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CUtlLinkedList< CDamageRecord *, int > m_DamageGivenList; |
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//A list of damage taken |
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CUtlLinkedList< CDamageRecord *, int > m_DamageTakenList; |
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bool m_bSlowedByHit; |
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float m_flUnslowTime; |
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int m_iPlayerSpeed; //last updated player max speed |
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bool SetSpeed( int speed ); |
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bool m_bAutoReload; // does the player want to autoreload their weapon when empty |
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bool m_bAutoRezoom; // does the player want to re-zoom after each shot for sniper rifles and bazookas |
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float m_flIdleTime; // next time we should do a deep idle |
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bool m_bIsSprinting; |
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CNetworkVar( bool, m_bSpawnInterpCounter ); |
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CHintSystem m_Hints; |
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float m_flMinNextStepSoundTime; |
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int m_LastHitGroup; // the last body region that took damage |
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int m_LastDamageType; // the type of damage we last took |
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bool m_bPlayingProneMoveSound; |
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int m_iCapAreaIndex; |
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// Last usercmd we shot a bullet on. |
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int m_iLastWeaponFireUsercmd; |
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CNetworkVar( float, m_flProgressBarStartTime ); |
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CNetworkVar( int, m_iProgressBarDuration ); |
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// blocking abuse protection |
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int m_iLastBlockAreaIndex; |
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int m_iLastBlockCapAttempt; |
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// Achievements Data |
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int m_iComboWeaponKillMask; |
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bool m_bAbortFreezeCam; |
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bool m_bPlayedFreezeCamSound; |
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CDODPlayerStatProperty m_StatProperty; |
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EHANDLE m_hLastDroppedWeapon; |
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EHANDLE m_hLastDroppedAmmoBox; |
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float m_flTimeAsClassAccumulator; |
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public: |
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// LifeID is a unique int assigned to a player each time they spawn |
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int GetLifeID() { return m_iLifeID; } |
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int m_iLifeID; |
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// Stats variables |
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//================== |
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// stats related to each weapon ( shots taken and given ) |
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weaponstat_t m_WeaponStats[MAX_WEAPONS]; |
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// a list of players I have killed ( by userid ) |
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CUtlMap<int, playerstat_t, int> m_KilledPlayers; |
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// a list of players that have killed me ( by userid ) |
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CUtlMap<int, playerstat_t, int> m_KilledByPlayers; |
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// start time - used to calc total time played |
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// time played per class |
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float m_flTimePlayedPerClass_Allies[7]; //0-5, 6 is random |
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float m_flTimePlayedPerClass_Axis[7]; //0-5, 6 is random |
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float m_flLastClassChangeTime; |
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// area cap stats |
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int m_iNumAreaDefenses; |
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int m_iNumAreaCaptures; |
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int m_iNumBonusRoundKills; |
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// Per-Round Stats |
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//================ |
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virtual void ResetPerRoundStats( void ) |
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{ |
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m_iPerRoundCaptures = 0; |
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m_iPerRoundDefenses = 0; |
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m_iPerRoundBombsDetonated = 0; |
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m_iPerRoundKills = 0; |
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} |
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int GetPerRoundCaps( void ) |
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{ |
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return m_iPerRoundCaptures; |
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} |
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int GetPerRoundDefenses( void ) |
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{ |
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return m_iPerRoundDefenses; |
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} |
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int GetPerRoundBombsDetonated( void ) |
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{ |
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return m_iPerRoundBombsDetonated; |
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} |
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int GetPerRoundKills( void ) |
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{ |
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return m_iPerRoundKills; |
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} |
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int m_iPerRoundCaptures; // how many caps this round |
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int m_iPerRoundDefenses; // how many defenses this round |
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int m_iPerRoundBombsDetonated; |
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int m_iPerRoundKills; |
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}; |
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inline CDODPlayer *ToDODPlayer( CBaseEntity *pEntity ) |
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{ |
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if ( !pEntity || !pEntity->IsPlayer() ) |
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return NULL; |
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#ifdef _DEBUG |
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Assert( dynamic_cast<CDODPlayer*>( pEntity ) != 0 ); |
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#endif |
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return static_cast< CDODPlayer* >( pEntity ); |
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} |
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inline DODPlayerState CDODPlayer::State_Get() const |
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{ |
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return m_iPlayerState; |
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} |
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#endif //DOD_PLAYER_H
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