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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
# ifndef PLAYER_H
# define PLAYER_H
# ifdef _WIN32
# pragma once
# endif
# include "basecombatcharacter.h"
# include "usercmd.h"
# include "playerlocaldata.h"
# include "PlayerState.h"
# include "game/server/iplayerinfo.h"
# include "hintsystem.h"
# include "SoundEmitterSystem/isoundemittersystembase.h"
# include "util_shared.h"
# if defined USES_ECON_ITEMS
# include "game_item_schema.h"
# include "econ_item_view.h"
# endif
// For queuing and processing usercmds
class CCommandContext
{
public :
CUtlVector < CUserCmd > cmds ;
int numcmds ;
int totalcmds ;
int dropped_packets ;
bool paused ;
} ;
// Info about last 20 or so updates to the
class CPlayerCmdInfo
{
public :
CPlayerCmdInfo ( ) :
m_flTime ( 0.0f ) , m_nNumCmds ( 0 ) , m_nDroppedPackets ( 0 )
{
}
// realtime of sample
float m_flTime ;
// # of CUserCmds in this update
int m_nNumCmds ;
// # of dropped packets on the link
int m_nDroppedPackets ;
} ;
class CPlayerSimInfo
{
public :
CPlayerSimInfo ( ) :
m_flTime ( 0.0f ) , m_nNumCmds ( 0 ) , m_nTicksCorrected ( 0 ) , m_flFinalSimulationTime ( 0.0f ) , m_flGameSimulationTime ( 0.0f ) , m_flServerFrameTime ( 0.0f ) , m_vecAbsOrigin ( 0 , 0 , 0 )
{
}
// realtime of sample
float m_flTime ;
// # of CUserCmds in this update
int m_nNumCmds ;
// If clock needed correction, # of ticks added/removed
int m_nTicksCorrected ; // +ve or -ve
// player's m_flSimulationTime at end of frame
float m_flFinalSimulationTime ;
float m_flGameSimulationTime ;
// estimate of server perf
float m_flServerFrameTime ;
Vector m_vecAbsOrigin ;
} ;
//-----------------------------------------------------------------------------
// Forward declarations:
//-----------------------------------------------------------------------------
class CBaseCombatWeapon ;
class CBaseViewModel ;
class CTeam ;
class IPhysicsPlayerController ;
class IServerVehicle ;
class CUserCmd ;
class CFuncLadder ;
class CNavArea ;
class CHintSystem ;
class CAI_Expresser ;
# if defined USES_ECON_ITEMS
class CEconWearable ;
# endif // USES_ECON_ITEMS
// for step sounds
struct surfacedata_t ;
// !!!set this bit on guns and stuff that should never respawn.
# define SF_NORESPAWN ( 1 << 30 )
//
// Player PHYSICS FLAGS bits
//
enum PlayerPhysFlag_e
{
PFLAG_DIROVERRIDE = ( 1 < < 0 ) , // override the player's directional control (trains, physics gun, etc.)
PFLAG_DUCKING = ( 1 < < 1 ) , // In the process of ducking, but totally squatted yet
PFLAG_USING = ( 1 < < 2 ) , // Using a continuous entity
PFLAG_OBSERVER = ( 1 < < 3 ) , // player is locked in stationary cam mode. Spectators can move, observers can't.
PFLAG_VPHYSICS_MOTIONCONTROLLER = ( 1 < < 4 ) , // player is physically attached to a motion controller
PFLAG_GAMEPHYSICS_ROTPUSH = ( 1 < < 5 ) , // game physics did a rotating push that we may want to override with vphysics
// If you add another flag here check that you aren't
// overwriting phys flags in the HL2 of TF2 player classes
} ;
//
// generic player
//
//-----------------------------------------------------
//This is Half-Life player entity
//-----------------------------------------------------
# define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
# 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 TEAM_NAME_LENGTH 16
// constant items
# define ITEM_HEALTHKIT 1
# define ITEM_BATTERY 4
# define AUTOAIM_2DEGREES 0.0348994967025
# define AUTOAIM_5DEGREES 0.08715574274766
# define AUTOAIM_8DEGREES 0.1391731009601
# define AUTOAIM_10DEGREES 0.1736481776669
# define AUTOAIM_20DEGREES 0.3490658503989
// useful cosines
# define DOT_1DEGREE 0.9998476951564
# define DOT_2DEGREE 0.9993908270191
# define DOT_3DEGREE 0.9986295347546
# define DOT_4DEGREE 0.9975640502598
# define DOT_5DEGREE 0.9961946980917
# define DOT_6DEGREE 0.9945218953683
# define DOT_7DEGREE 0.9925461516413
# define DOT_8DEGREE 0.9902680687416
# define DOT_9DEGREE 0.9876883405951
# define DOT_10DEGREE 0.9848077530122
# define DOT_15DEGREE 0.9659258262891
# define DOT_20DEGREE 0.9396926207859
# define DOT_25DEGREE 0.9063077870367
# define DOT_30DEGREE 0.866025403784
# define DOT_45DEGREE 0.707106781187
enum
{
VPHYS_WALK = 0 ,
VPHYS_CROUCH ,
VPHYS_NOCLIP ,
} ;
enum PlayerConnectedState
{
PlayerConnected ,
PlayerDisconnecting ,
PlayerDisconnected ,
} ;
extern bool gInitHUD ;
extern ConVar * sv_cheats ;
class CBasePlayer ;
class CPlayerInfo : public IBotController , public IPlayerInfo
{
public :
CPlayerInfo ( ) { m_pParent = NULL ; }
~ CPlayerInfo ( ) { }
void SetParent ( CBasePlayer * parent ) { m_pParent = parent ; }
// IPlayerInfo interface
virtual const char * GetName ( ) ;
virtual int GetUserID ( ) ;
virtual const char * GetNetworkIDString ( ) ;
virtual int GetTeamIndex ( ) ;
virtual void ChangeTeam ( int iTeamNum ) ;
virtual int GetFragCount ( ) ;
virtual int GetDeathCount ( ) ;
virtual bool IsConnected ( ) ;
virtual int GetArmorValue ( ) ;
virtual bool IsHLTV ( ) ;
virtual bool IsReplay ( ) ;
virtual bool IsPlayer ( ) ;
virtual bool IsFakeClient ( ) ;
virtual bool IsDead ( ) ;
virtual bool IsInAVehicle ( ) ;
virtual bool IsObserver ( ) ;
virtual const Vector GetAbsOrigin ( ) ;
virtual const QAngle GetAbsAngles ( ) ;
virtual const Vector GetPlayerMins ( ) ;
virtual const Vector GetPlayerMaxs ( ) ;
virtual const char * GetWeaponName ( ) ;
virtual const char * GetModelName ( ) ;
virtual const int GetHealth ( ) ;
virtual const int GetMaxHealth ( ) ;
// bot specific functions
virtual void SetAbsOrigin ( Vector & vec ) ;
virtual void SetAbsAngles ( QAngle & ang ) ;
virtual void RemoveAllItems ( bool removeSuit ) ;
virtual void SetActiveWeapon ( const char * WeaponName ) ;
virtual void SetLocalOrigin ( const Vector & origin ) ;
virtual const Vector GetLocalOrigin ( void ) ;
virtual void SetLocalAngles ( const QAngle & angles ) ;
virtual const QAngle GetLocalAngles ( void ) ;
virtual bool IsEFlagSet ( int nEFlagMask ) ;
virtual void RunPlayerMove ( CBotCmd * ucmd ) ;
virtual void SetLastUserCommand ( const CBotCmd & cmd ) ;
virtual CBotCmd GetLastUserCommand ( ) ;
private :
CBasePlayer * m_pParent ;
} ;
class CBasePlayer : public CBaseCombatCharacter
{
public :
DECLARE_CLASS ( CBasePlayer , CBaseCombatCharacter ) ;
protected :
// HACK FOR BOTS
friend class CBotManager ;
static edict_t * s_PlayerEdict ; // must be set before calling constructor
public :
DECLARE_DATADESC ( ) ;
DECLARE_SERVERCLASS ( ) ;
CBasePlayer ( ) ;
~ CBasePlayer ( ) ;
// IPlayerInfo passthrough (because we can't do multiple inheritance)
IPlayerInfo * GetPlayerInfo ( ) { return & m_PlayerInfo ; }
IBotController * GetBotController ( ) { return & m_PlayerInfo ; }
virtual void SetModel ( const char * szModelName ) ;
void SetBodyPitch ( float flPitch ) ;
virtual void UpdateOnRemove ( void ) ;
static CBasePlayer * CreatePlayer ( const char * className , edict_t * ed ) ;
virtual void CreateViewModel ( int viewmodelindex = 0 ) ;
CBaseViewModel * GetViewModel ( int viewmodelindex = 0 , bool bObserverOK = true ) ;
void HideViewModels ( void ) ;
void DestroyViewModels ( void ) ;
CPlayerState * PlayerData ( void ) { return & pl ; }
int RequiredEdictIndex ( void ) { return ENTINDEX ( edict ( ) ) ; }
void LockPlayerInPlace ( void ) ;
void UnlockPlayer ( void ) ;
virtual void DrawDebugGeometryOverlays ( void ) ;
// Networking is about to update this entity, let it override and specify it's own pvs
virtual void SetupVisibility ( CBaseEntity * pViewEntity , unsigned char * pvs , int pvssize ) ;
virtual int UpdateTransmitState ( ) ;
virtual int ShouldTransmit ( const CCheckTransmitInfo * pInfo ) ;
// Returns true if this player wants pPlayer to be moved back in time when this player runs usercmds.
// Saves a lot of overhead on the server if we can cull out entities that don't need to lag compensate
// (like team members, entities out of our PVS, etc).
virtual bool WantsLagCompensationOnEntity ( const CBasePlayer * pPlayer , const CUserCmd * pCmd , const CBitVec < MAX_EDICTS > * pEntityTransmitBits ) const ;
virtual void Spawn ( void ) ;
virtual void Activate ( void ) ;
virtual void SharedSpawn ( ) ; // Shared between client and server.
virtual void ForceRespawn ( void ) ;
virtual void InitialSpawn ( void ) ;
virtual void InitHUD ( void ) { }
virtual void ShowViewPortPanel ( const char * name , bool bShow = true , KeyValues * data = NULL ) ;
virtual void PlayerDeathThink ( void ) ;
virtual void Jump ( void ) ;
virtual void Duck ( void ) ;
const char * GetTracerType ( void ) ;
void MakeTracer ( const Vector & vecTracerSrc , const trace_t & tr , int iTracerType ) ;
void DoImpactEffect ( trace_t & tr , int nDamageType ) ;
# if !defined( NO_ENTITY_PREDICTION )
void AddToPlayerSimulationList ( CBaseEntity * other ) ;
void RemoveFromPlayerSimulationList ( CBaseEntity * other ) ;
void SimulatePlayerSimulatedEntities ( void ) ;
void ClearPlayerSimulationList ( void ) ;
# endif
// Physics simulation (player executes it's usercmd's here)
virtual void PhysicsSimulate ( void ) ;
// Forces processing of usercmds (e.g., even if game is paused, etc.)
void ForceSimulation ( ) ;
virtual unsigned int PhysicsSolidMaskForEntity ( void ) const ;
virtual void PreThink ( void ) ;
virtual void PostThink ( void ) ;
virtual int TakeHealth ( float flHealth , int bitsDamageType ) ;
virtual void TraceAttack ( const CTakeDamageInfo & info , const Vector & vecDir , trace_t * ptr , CDmgAccumulator * pAccumulator ) ;
bool ShouldTakeDamageInCommentaryMode ( const CTakeDamageInfo & inputInfo ) ;
virtual int OnTakeDamage ( const CTakeDamageInfo & info ) ;
virtual void DamageEffect ( float flDamage , int fDamageType ) ;
virtual void OnDamagedByExplosion ( const CTakeDamageInfo & info ) ;
void PauseBonusProgress ( bool bPause = true ) ;
void SetBonusProgress ( int iBonusProgress ) ;
void SetBonusChallenge ( int iBonusChallenge ) ;
int GetBonusProgress ( ) const { return m_iBonusProgress ; }
int GetBonusChallenge ( ) const { return m_iBonusChallenge ; }
virtual Vector EyePosition ( ) ; // position of eyes
const QAngle & EyeAngles ( ) ;
void EyePositionAndVectors ( Vector * pPosition , Vector * pForward , Vector * pRight , Vector * pUp ) ;
virtual const QAngle & LocalEyeAngles ( ) ; // Direction of eyes
void EyeVectors ( Vector * pForward , Vector * pRight = NULL , Vector * pUp = NULL ) ;
void CacheVehicleView ( void ) ; // Calculate and cache the position of the player in the vehicle
// Sets the view angles
void SnapEyeAngles ( const QAngle & viewAngles ) ;
virtual QAngle BodyAngles ( ) ;
virtual Vector BodyTarget ( const Vector & posSrc , bool bNoisy ) ;
virtual bool ShouldFadeOnDeath ( void ) { return FALSE ; }
virtual const impactdamagetable_t & GetPhysicsImpactDamageTable ( ) ;
virtual int OnTakeDamage_Alive ( const CTakeDamageInfo & info ) ;
virtual void Event_Killed ( const CTakeDamageInfo & info ) ;
// Notifier that I've killed some other entity. (called from Victim's Event_Killed).
virtual void Event_KilledOther ( CBaseEntity * pVictim , const CTakeDamageInfo & info ) ;
virtual void Event_Dying ( const CTakeDamageInfo & info ) ;
bool IsHLTV ( void ) const { return pl . hltv ; }
bool IsReplay ( void ) const { return pl . replay ; }
virtual bool IsPlayer ( void ) const { return true ; } // Spectators return TRUE for this, use IsObserver to separate cases
virtual bool IsNetClient ( void ) const { return true ; } // Bots should return FALSE for this, they can't receive NET messages
// Spectators should return TRUE for this
virtual bool IsFakeClient ( void ) const ;
// Get the client index (entindex-1).
int GetClientIndex ( ) { return ENTINDEX ( edict ( ) ) - 1 ; }
// returns the player name
const char * GetPlayerName ( ) { return m_szNetname ; }
void SetPlayerName ( const char * name ) ;
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int GetUserID ( ) { return engine - > GetPlayerUserId ( edict ( ) ) ; }
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const char * GetNetworkIDString ( ) ;
virtual const Vector GetPlayerMins ( void ) const ; // uses local player
virtual const Vector GetPlayerMaxs ( void ) const ; // uses local player
void VelocityPunch ( const Vector & vecForce ) ;
void ViewPunch ( const QAngle & angleOffset ) ;
void ViewPunchReset ( float tolerance = 0 ) ;
void ShowViewModel ( bool bShow ) ;
void ShowCrosshair ( bool bShow ) ;
// View model prediction setup
void CalcView ( Vector & eyeOrigin , QAngle & eyeAngles , float & zNear , float & zFar , float & fov ) ;
// Handle view smoothing when going up stairs
void SmoothViewOnStairs ( Vector & eyeOrigin ) ;
virtual float CalcRoll ( const QAngle & angles , const Vector & velocity , float rollangle , float rollspeed ) ;
void CalcViewRoll ( QAngle & eyeAngles ) ;
virtual int Save ( ISave & save ) ;
virtual int Restore ( IRestore & restore ) ;
virtual bool ShouldSavePhysics ( ) ;
virtual void OnRestore ( void ) ;
virtual void PackDeadPlayerItems ( void ) ;
virtual void RemoveAllItems ( bool removeSuit ) ;
bool IsDead ( ) const ;
# ifdef CSTRIKE_DLL
virtual bool IsRunning ( void ) const { return false ; } // bot support under cstrike (AR)
# endif
bool HasPhysicsFlag ( unsigned int flag ) { return ( m_afPhysicsFlags & flag ) ! = 0 ; }
// Weapon stuff
virtual Vector Weapon_ShootPosition ( ) ;
virtual bool Weapon_CanUse ( CBaseCombatWeapon * pWeapon ) ;
virtual void Weapon_Equip ( CBaseCombatWeapon * pWeapon ) ;
virtual void Weapon_Drop ( CBaseCombatWeapon * pWeapon , const Vector * pvecTarget /* = NULL */ , const Vector * pVelocity /* = NULL */ ) ;
virtual bool Weapon_Switch ( CBaseCombatWeapon * pWeapon , int viewmodelindex = 0 ) ; // Switch to given weapon if has ammo (false if failed)
virtual void Weapon_SetLast ( CBaseCombatWeapon * pWeapon ) ;
virtual bool Weapon_ShouldSetLast ( CBaseCombatWeapon * pOldWeapon , CBaseCombatWeapon * pNewWeapon ) { return true ; }
virtual bool Weapon_ShouldSelectItem ( CBaseCombatWeapon * pWeapon ) ;
void Weapon_DropSlot ( int weaponSlot ) ;
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CBaseCombatWeapon * Weapon_GetLast ( void ) { return m_hLastWeapon . Get ( ) ; }
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virtual void OnMyWeaponFired ( CBaseCombatWeapon * weapon ) ; // call this when this player fires a weapon to allow other systems to react
virtual float GetTimeSinceWeaponFired ( void ) const ; // returns the time, in seconds, since this player fired a weapon
virtual bool IsFiringWeapon ( void ) const ; // return true if this player is currently firing their weapon
bool HasAnyAmmoOfType ( int nAmmoIndex ) ;
// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
virtual void UpdateClientData ( void ) ;
void RumbleEffect ( unsigned char index , unsigned char rumbleData , unsigned char rumbleFlags ) ;
// Player is moved across the transition by other means
virtual int ObjectCaps ( void ) { return BaseClass : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
virtual void Precache ( void ) ;
bool IsOnLadder ( void ) ;
virtual void ExitLadder ( ) { }
virtual surfacedata_t * GetLadderSurface ( const Vector & origin ) ;
virtual void SetFlashlightEnabled ( bool bState ) { } ;
virtual int FlashlightIsOn ( void ) { return false ; }
virtual void FlashlightTurnOn ( void ) { } ;
virtual void FlashlightTurnOff ( void ) { } ;
virtual bool IsIlluminatedByFlashlight ( CBaseEntity * pEntity , float * flReturnDot ) { return false ; }
void UpdatePlayerSound ( void ) ;
virtual void UpdateStepSound ( surfacedata_t * psurface , const Vector & vecOrigin , const Vector & vecVelocity ) ;
virtual void PlayStepSound ( Vector & vecOrigin , surfacedata_t * psurface , float fvol , bool force ) ;
virtual const char * GetOverrideStepSound ( const char * pszBaseStepSoundName ) { return pszBaseStepSoundName ; }
virtual void GetStepSoundVelocities ( float * velwalk , float * velrun ) ;
virtual void SetStepSoundTime ( stepsoundtimes_t iStepSoundTime , bool bWalking ) ;
virtual void DeathSound ( const CTakeDamageInfo & info ) ;
virtual const char * GetSceneSoundToken ( void ) { return " " ; }
virtual void OnEmitFootstepSound ( const CSoundParameters & params , const Vector & vecOrigin , float fVolume ) { }
Class_T Classify ( void ) ;
virtual void SetAnimation ( PLAYER_ANIM playerAnim ) ;
void SetWeaponAnimType ( const char * szExtention ) ;
// custom player functions
virtual void ImpulseCommands ( void ) ;
virtual void CheatImpulseCommands ( int iImpulse ) ;
virtual bool ClientCommand ( const CCommand & args ) ;
void NotifySinglePlayerGameEnding ( ) { m_bSinglePlayerGameEnding = true ; }
bool IsSinglePlayerGameEnding ( ) { return m_bSinglePlayerGameEnding = = true ; }
bool HandleVoteCommands ( const CCommand & args ) ;
// Observer functions
virtual bool StartObserverMode ( int mode ) ; // true, if successful
virtual void StopObserverMode ( void ) ; // stop spectator mode
virtual bool ModeWantsSpectatorGUI ( int iMode ) { return true ; }
virtual bool SetObserverMode ( int mode ) ; // sets new observer mode, returns true if successful
virtual int GetObserverMode ( void ) ; // returns observer mode or OBS_NONE
virtual bool SetObserverTarget ( CBaseEntity * target ) ;
virtual void ObserverUse ( bool bIsPressed ) ; // observer pressed use
virtual CBaseEntity * GetObserverTarget ( void ) ; // returns players targer or NULL
virtual CBaseEntity * FindNextObserverTarget ( bool bReverse ) ; // returns next/prev player to follow or NULL
virtual int GetNextObserverSearchStartPoint ( bool bReverse ) ; // Where we should start looping the player list in a FindNextObserverTarget call
virtual bool IsValidObserverTarget ( CBaseEntity * target ) ; // true, if player is allowed to see this target
virtual void CheckObserverSettings ( ) ; // checks, if target still valid (didn't die etc)
virtual void JumptoPosition ( const Vector & origin , const QAngle & angles ) ;
virtual void ForceObserverMode ( int mode ) ; // sets a temporary mode, force because of invalid targets
virtual void ResetObserverMode ( ) ; // resets all observer related settings
virtual void ValidateCurrentObserverTarget ( void ) ; // Checks the current observer target, and moves on if it's not valid anymore
virtual void AttemptToExitFreezeCam ( void ) ;
virtual bool StartReplayMode ( float fDelay , float fDuration , int iEntity ) ;
virtual void StopReplayMode ( ) ;
virtual int GetDelayTicks ( ) ;
virtual int GetReplayEntity ( ) ;
virtual void CreateCorpse ( void ) { }
virtual CBaseEntity * EntSelectSpawnPoint ( void ) ;
// Vehicles
virtual bool IsInAVehicle ( void ) const ;
bool CanEnterVehicle ( IServerVehicle * pVehicle , int nRole ) ;
virtual bool GetInVehicle ( IServerVehicle * pVehicle , int nRole ) ;
virtual void LeaveVehicle ( const Vector & vecExitPoint = vec3_origin , const QAngle & vecExitAngles = vec3_angle ) ;
int GetVehicleAnalogControlBias ( ) { return m_iVehicleAnalogBias ; }
void SetVehicleAnalogControlBias ( int bias ) { m_iVehicleAnalogBias = bias ; }
// override these for
virtual void OnVehicleStart ( ) { }
virtual void OnVehicleEnd ( Vector & playerDestPosition ) { }
IServerVehicle * GetVehicle ( ) ;
CBaseEntity * GetVehicleEntity ( void ) ;
bool UsingStandardWeaponsInVehicle ( void ) ;
void AddPoints ( int score , bool bAllowNegativeScore ) ;
void AddPointsToTeam ( int score , bool bAllowNegativeScore ) ;
virtual bool BumpWeapon ( CBaseCombatWeapon * pWeapon ) ;
bool RemovePlayerItem ( CBaseCombatWeapon * pItem ) ;
CBaseEntity * HasNamedPlayerItem ( const char * pszItemName ) ;
bool HasWeapons ( void ) ; // do I have ANY weapons?
virtual void SelectLastItem ( void ) ;
virtual void SelectItem ( const char * pstr , int iSubType = 0 ) ;
void ItemPreFrame ( void ) ;
virtual void ItemPostFrame ( void ) ;
virtual CBaseEntity * GiveNamedItem ( const char * szName , int iSubType = 0 ) ;
void EnableControl ( bool fControl ) ;
virtual void CheckTrainUpdate ( void ) ;
void AbortReload ( void ) ;
void SendAmmoUpdate ( void ) ;
void WaterMove ( void ) ;
float GetWaterJumpTime ( ) const ;
void SetWaterJumpTime ( float flWaterJumpTime ) ;
float GetSwimSoundTime ( void ) const ;
void SetSwimSoundTime ( float flSwimSoundTime ) ;
virtual void SetPlayerUnderwater ( bool state ) ;
void UpdateUnderwaterState ( void ) ;
bool IsPlayerUnderwater ( void ) { return m_bPlayerUnderwater ; }
virtual bool CanBreatheUnderwater ( ) const { return false ; }
virtual void PlayerUse ( void ) ;
virtual void PlayUseDenySound ( ) { }
virtual CBaseEntity * FindUseEntity ( void ) ;
virtual bool IsUseableEntity ( CBaseEntity * pEntity , unsigned int requiredCaps ) ;
bool ClearUseEntity ( ) ;
CBaseEntity * DoubleCheckUseNPC ( CBaseEntity * pNPC , const Vector & vecSrc , const Vector & vecDir ) ;
// physics interactions
// mass/size limit set to zero for none
static bool CanPickupObject ( CBaseEntity * pObject , float massLimit , float sizeLimit ) ;
virtual void PickupObject ( CBaseEntity * pObject , bool bLimitMassAndSize = true ) { }
virtual void ForceDropOfCarriedPhysObjects ( CBaseEntity * pOnlyIfHoldindThis = NULL ) { }
virtual float GetHeldObjectMass ( IPhysicsObject * pHeldObject ) ;
void CheckSuitUpdate ( ) ;
void SetSuitUpdate ( const char * name , int fgroup , int iNoRepeat ) ;
virtual void UpdateGeigerCounter ( void ) ;
void CheckTimeBasedDamage ( void ) ;
void ResetAutoaim ( void ) ;
virtual Vector GetAutoaimVector ( float flScale ) ;
virtual Vector GetAutoaimVector ( float flScale , float flMaxDist ) ;
virtual void GetAutoaimVector ( autoaim_params_t & params ) ;
float GetAutoaimScore ( const Vector & eyePosition , const Vector & viewDir , const Vector & vecTarget , CBaseEntity * pTarget , float fScale , CBaseCombatWeapon * pActiveWeapon ) ;
QAngle AutoaimDeflection ( Vector & vecSrc , autoaim_params_t & params ) ;
virtual bool ShouldAutoaim ( void ) ;
void SetTargetInfo ( Vector & vecSrc , float flDist ) ;
void SetViewEntity ( CBaseEntity * pEntity ) ;
CBaseEntity * GetViewEntity ( void ) { return m_hViewEntity ; }
virtual void ForceClientDllUpdate ( void ) ; // Forces all client .dll specific data to be resent to client.
void DeathMessage ( CBaseEntity * pKiller ) ;
virtual void ProcessUsercmds ( CUserCmd * cmds , int numcmds , int totalcmds ,
int dropped_packets , bool paused ) ;
bool IsUserCmdDataValid ( CUserCmd * pCmd ) ;
void AvoidPhysicsProps ( CUserCmd * pCmd ) ;
// Run a user command. The default implementation calls ::PlayerRunCommand. In TF, this controls a vehicle if
// the player is in one.
virtual void PlayerRunCommand ( CUserCmd * ucmd , IMoveHelper * moveHelper ) ;
void RunNullCommand ( ) ;
CUserCmd * GetCurrentCommand ( void ) { return m_pCurrentCommand ; }
float GetTimeSinceLastUserCommand ( void ) { return ( ! IsConnected ( ) | | IsFakeClient ( ) | | IsBot ( ) ) ? 0.f : gpGlobals - > curtime - m_flLastUserCommandTime ; }
// Team Handling
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virtual void ChangeTeam ( int iTeamNum ) { ChangeTeam ( iTeamNum , false , false ) ; }
virtual void ChangeTeam ( int iTeamNum , bool bAutoTeam , bool bSilent ) ;
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// say/sayteam allowed?
virtual bool CanHearAndReadChatFrom ( CBasePlayer * pPlayer ) { return true ; }
virtual bool CanSpeak ( void ) { return true ; }
audioparams_t & GetAudioParams ( ) { return m_Local . m_audio ; }
virtual void ModifyOrAppendPlayerCriteria ( AI_CriteriaSet & set ) ;
const QAngle & GetPunchAngle ( ) ;
void SetPunchAngle ( const QAngle & punchAngle ) ;
virtual void DoMuzzleFlash ( ) ;
const char * GetLastKnownPlaceName ( void ) const { return m_szLastPlaceName ; } // return the last nav place name the player occupied
virtual void CheckChatText ( char * p , int bufsize ) { }
virtual void CreateRagdollEntity ( void ) { return ; }
virtual void HandleAnimEvent ( animevent_t * pEvent ) ;
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virtual bool ShouldAnnounceAchievement ( void ) { return true ; }
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# if defined USES_ECON_ITEMS
// Wearables
virtual void EquipWearable ( CEconWearable * pItem ) ;
virtual void RemoveWearable ( CEconWearable * pItem ) ;
void PlayWearableAnimsForPlaybackEvent ( wearableanimplayback_t iPlayback ) ;
# endif
public :
// Player Physics Shadow
void SetupVPhysicsShadow ( const Vector & vecAbsOrigin , const Vector & vecAbsVelocity , CPhysCollide * pStandModel , const char * pStandHullName , CPhysCollide * pCrouchModel , const char * pCrouchHullName ) ;
IPhysicsPlayerController * GetPhysicsController ( ) { return m_pPhysicsController ; }
virtual void VPhysicsCollision ( int index , gamevcollisionevent_t * pEvent ) ;
void VPhysicsUpdate ( IPhysicsObject * pPhysics ) ;
virtual void VPhysicsShadowUpdate ( IPhysicsObject * pPhysics ) ;
virtual bool IsFollowingPhysics ( void ) { return false ; }
bool IsRideablePhysics ( IPhysicsObject * pPhysics ) ;
IPhysicsObject * GetGroundVPhysics ( ) ;
virtual void Touch ( CBaseEntity * pOther ) ;
void SetTouchedPhysics ( bool bTouch ) ;
bool TouchedPhysics ( void ) ;
Vector GetSmoothedVelocity ( void ) ;
virtual void RefreshCollisionBounds ( void ) ;
virtual void InitVCollision ( const Vector & vecAbsOrigin , const Vector & vecAbsVelocity ) ;
virtual void VPhysicsDestroyObject ( ) ;
void SetVCollisionState ( const Vector & vecAbsOrigin , const Vector & vecAbsVelocity , int collisionState ) ;
void PostThinkVPhysics ( void ) ;
virtual void UpdatePhysicsShadowToCurrentPosition ( ) ;
void UpdatePhysicsShadowToPosition ( const Vector & vecAbsOrigin ) ;
void UpdateVPhysicsPosition ( const Vector & position , const Vector & velocity , float secondsToArrival ) ;
// Hint system
virtual CHintSystem * Hints ( void ) { return NULL ; }
bool ShouldShowHints ( void ) { return Hints ( ) ? Hints ( ) - > ShouldShowHints ( ) : false ; }
void SetShowHints ( bool bShowHints ) { if ( Hints ( ) ) Hints ( ) - > SetShowHints ( bShowHints ) ; }
bool HintMessage ( int hint , bool bForce = false ) { return Hints ( ) ? Hints ( ) - > HintMessage ( hint , bForce ) : false ; }
void HintMessage ( const char * pMessage ) { if ( Hints ( ) ) Hints ( ) - > HintMessage ( pMessage ) ; }
void StartHintTimer ( int iHintID ) { if ( Hints ( ) ) Hints ( ) - > StartHintTimer ( iHintID ) ; }
void StopHintTimer ( int iHintID ) { if ( Hints ( ) ) Hints ( ) - > StopHintTimer ( iHintID ) ; }
void RemoveHintTimer ( int iHintID ) { if ( Hints ( ) ) Hints ( ) - > RemoveHintTimer ( iHintID ) ; }
// Accessor methods
int FragCount ( ) const { return m_iFrags ; }
int DeathCount ( ) const { return m_iDeaths ; }
bool IsConnected ( ) const { return m_iConnected ! = PlayerDisconnected ; }
bool IsDisconnecting ( ) const { return m_iConnected = = PlayerDisconnecting ; }
bool IsSuitEquipped ( ) const { return m_Local . m_bWearingSuit ; }
int ArmorValue ( ) const { return m_ArmorValue ; }
bool HUDNeedsRestart ( ) const { return m_fInitHUD ; }
float MaxSpeed ( ) const { return m_flMaxspeed ; }
Activity GetActivity ( ) const { return m_Activity ; }
inline void SetActivity ( Activity eActivity ) { m_Activity = eActivity ; }
bool IsPlayerLockedInPlace ( ) const { return m_iPlayerLocked ! = 0 ; }
bool IsObserver ( ) const { return ( m_afPhysicsFlags & PFLAG_OBSERVER ) ! = 0 ; }
bool IsOnTarget ( ) const { return m_fOnTarget ; }
float MuzzleFlashTime ( ) const { return m_flFlashTime ; }
float PlayerDrownTime ( ) const { return m_AirFinished ; }
int GetObserverMode ( ) const { return m_iObserverMode ; }
CBaseEntity * GetObserverTarget ( ) const { return m_hObserverTarget ; }
// Round gamerules
virtual bool IsReadyToPlay ( void ) { return true ; }
virtual bool IsReadyToSpawn ( void ) { return true ; }
virtual bool ShouldGainInstantSpawn ( void ) { return false ; }
virtual void ResetPerRoundStats ( void ) { return ; }
void AllowInstantSpawn ( void ) { m_bAllowInstantSpawn = true ; }
virtual void ResetScores ( void ) { ResetFragCount ( ) ; ResetDeathCount ( ) ; }
void ResetFragCount ( ) ;
void IncrementFragCount ( int nCount ) ;
void ResetDeathCount ( ) ;
void IncrementDeathCount ( int nCount ) ;
void SetArmorValue ( int value ) ;
void IncrementArmorValue ( int nCount , int nMaxValue = - 1 ) ;
void SetConnected ( PlayerConnectedState iConnected ) { m_iConnected = iConnected ; }
virtual void EquipSuit ( bool bPlayEffects = true ) ;
virtual void RemoveSuit ( void ) ;
void SetMaxSpeed ( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed ; }
void NotifyNearbyRadiationSource ( float flRange ) ;
void SetAnimationExtension ( const char * pExtension ) ;
void SetAdditionalPVSOrigin ( const Vector & vecOrigin ) ;
void SetCameraPVSOrigin ( const Vector & vecOrigin ) ;
void SetMuzzleFlashTime ( float flTime ) ;
void SetUseEntity ( CBaseEntity * pUseEntity ) ;
CBaseEntity * GetUseEntity ( ) ;
virtual float GetPlayerMaxSpeed ( ) ;
// Used to set private physics flags PFLAG_*
void SetPhysicsFlag ( int nFlag , bool bSet ) ;
void AllowImmediateDecalPainting ( ) ;
// Suicide...
virtual void CommitSuicide ( bool bExplode = false , bool bForce = false ) ;
virtual void CommitSuicide ( const Vector & vecForce , bool bExplode = false , bool bForce = false ) ;
// For debugging...
void ForceOrigin ( const Vector & vecOrigin ) ;
// Bot accessors...
void SetTimeBase ( float flTimeBase ) ;
float GetTimeBase ( ) const ;
void SetLastUserCommand ( const CUserCmd & cmd ) ;
const CUserCmd * GetLastUserCommand ( void ) ;
virtual bool IsBot ( ) const ; // IMPORTANT: This returns true for ANY type of bot. If your game uses different, incompatible types of bots check your specific bot type before casting
virtual bool IsBotOfType ( int botType ) const ; // return true if this player is a bot of the specific type (zero is invalid)
virtual int GetBotType ( void ) const ; // return a unique int representing the type of bot instance this is
bool IsPredictingWeapons ( void ) const ;
int CurrentCommandNumber ( ) const ;
const CUserCmd * GetCurrentUserCommand ( ) const ;
int GetFOV ( void ) ; // Get the current FOV value
int GetDefaultFOV ( void ) const ; // Default FOV if not specified otherwise
int GetFOVForNetworking ( void ) ; // Get the current FOV used for network computations
bool SetFOV ( CBaseEntity * pRequester , int FOV , float zoomRate = 0.0f , int iZoomStart = 0 ) ; // Alters the base FOV of the player (must have a valid requester)
void SetDefaultFOV ( int FOV ) ; // Sets the base FOV if nothing else is affecting it by zooming
CBaseEntity * GetFOVOwner ( void ) { return m_hZoomOwner ; }
float GetFOVDistanceAdjustFactor ( ) ; // shared between client and server
float GetFOVDistanceAdjustFactorForNetworking ( ) ;
int GetImpulse ( void ) const { return m_nImpulse ; }
// Movement constraints
void ActivateMovementConstraint ( CBaseEntity * pEntity , const Vector & vecCenter , float flRadius , float flConstraintWidth , float flSpeedFactor ) ;
void DeactivateMovementConstraint ( ) ;
// talk control
void NotePlayerTalked ( ) { m_fLastPlayerTalkTime = gpGlobals - > curtime ; }
float LastTimePlayerTalked ( ) { return m_fLastPlayerTalkTime ; }
void DisableButtons ( int nButtons ) ;
void EnableButtons ( int nButtons ) ;
void ForceButtons ( int nButtons ) ;
void UnforceButtons ( int nButtons ) ;
//---------------------------------
// Inputs
//---------------------------------
void InputSetHealth ( inputdata_t & inputdata ) ;
void InputSetHUDVisibility ( inputdata_t & inputdata ) ;
void InputHandleMapEvent ( inputdata_t & inputdata ) ;
surfacedata_t * GetSurfaceData ( void ) { return m_pSurfaceData ; }
void SetLadderNormal ( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal ; }
// Here so that derived classes can use the expresser
virtual CAI_Expresser * GetExpresser ( ) { return NULL ; } ;
# if !defined(NO_STEAM)
//----------------------------
// Steam handling
bool GetSteamID ( CSteamID * pID ) ;
uint64 GetSteamIDAsUInt64 ( void ) ;
# endif
float GetRemainingMovementTimeForUserCmdProcessing ( ) const { return m_flMovementTimeForUserCmdProcessingRemaining ; }
float ConsumeMovementTimeForUserCmdProcessing ( float flTimeNeeded )
{
if ( m_flMovementTimeForUserCmdProcessingRemaining < = 0.0f )
{
return 0.0f ;
}
else if ( flTimeNeeded > m_flMovementTimeForUserCmdProcessingRemaining + FLT_EPSILON )
{
float flResult = m_flMovementTimeForUserCmdProcessingRemaining ;
m_flMovementTimeForUserCmdProcessingRemaining = 0.0f ;
return flResult ;
}
else
{
m_flMovementTimeForUserCmdProcessingRemaining - = flTimeNeeded ;
if ( m_flMovementTimeForUserCmdProcessingRemaining < 0.0f )
m_flMovementTimeForUserCmdProcessingRemaining = 0.0f ;
return flTimeNeeded ;
}
}
private :
// How much of a movement time buffer can we process from this user?
float m_flMovementTimeForUserCmdProcessingRemaining ;
// For queueing up CUserCmds and running them from PhysicsSimulate
int GetCommandContextCount ( void ) const ;
CCommandContext * GetCommandContext ( int index ) ;
CCommandContext * AllocCommandContext ( void ) ;
void RemoveCommandContext ( int index ) ;
void RemoveAllCommandContexts ( void ) ;
CCommandContext * RemoveAllCommandContextsExceptNewest ( void ) ;
void ReplaceContextCommands ( CCommandContext * ctx , CUserCmd * pCommands , int nCommands ) ;
int DetermineSimulationTicks ( void ) ;
void AdjustPlayerTimeBase ( int simulation_ticks ) ;
public :
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2020-04-22 16:56:21 +00:00
// Used by gamemovement to check if the entity is stuck.
int m_StuckLast ;
// FIXME: Make these protected or private!
// This player's data that should only be replicated to
// the player and not to other players.
CNetworkVarEmbedded ( CPlayerLocalData , m_Local ) ;
# if defined USES_ECON_ITEMS
CNetworkVarEmbedded ( CAttributeList , m_AttributeList ) ;
# endif
void InitFogController ( void ) ;
void InputSetFogController ( inputdata_t & inputdata ) ;
// Used by env_soundscape_triggerable to manage when the player is touching multiple
// soundscape triggers simultaneously.
// The one at the HEAD of the list is always the current soundscape for the player.
CUtlVector < EHANDLE > m_hTriggerSoundscapeList ;
// Player data that's sometimes needed by the engine
CNetworkVarEmbedded ( CPlayerState , pl ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_fFlags ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_vecViewOffset ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_flFriction ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_iAmmo ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_hGroundEntity ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_lifeState ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_iHealth ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_vecBaseVelocity ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_nNextThinkTick ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_vecVelocity ) ;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED ( m_nWaterLevel ) ;
int m_nButtons ;
int m_afButtonPressed ;
int m_afButtonReleased ;
int m_afButtonLast ;
int m_afButtonDisabled ; // A mask of input flags that are cleared automatically
int m_afButtonForced ; // These are forced onto the player's inputs
CNetworkVar ( bool , m_fOnTarget ) ; //Is the crosshair on a target?
char m_szAnimExtension [ 32 ] ;
int m_nUpdateRate ; // user snapshot rate cl_updaterate
float m_fLerpTime ; // users cl_interp
bool m_bLagCompensation ; // user wants lag compenstation
bool m_bPredictWeapons ; // user has client side predicted weapons
float GetDeathTime ( void ) { return m_flDeathTime ; }
void ClearZoomOwner ( void ) ;
void SetPreviouslyPredictedOrigin ( const Vector & vecAbsOrigin ) ;
const Vector & GetPreviouslyPredictedOrigin ( ) const ;
float GetFOVTime ( void ) { return m_flFOVTime ; }
void AdjustDrownDmg ( int nAmount ) ;
# if defined USES_ECON_ITEMS
CEconWearable * GetWearable ( int i ) { return m_hMyWearables [ i ] ; }
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int GetNumWearables ( void ) { return m_hMyWearables . Count ( ) ; }
2020-04-22 16:56:21 +00:00
# endif
private :
Activity m_Activity ;
protected :
void CalcPlayerView ( Vector & eyeOrigin , QAngle & eyeAngles , float & fov ) ;
void CalcVehicleView ( IServerVehicle * pVehicle , Vector & eyeOrigin , QAngle & eyeAngles ,
float & zNear , float & zFar , float & fov ) ;
void CalcObserverView ( Vector & eyeOrigin , QAngle & eyeAngles , float & fov ) ;
void CalcViewModelView ( const Vector & eyeOrigin , const QAngle & eyeAngles ) ;
virtual void Internal_HandleMapEvent ( inputdata_t & inputdata ) { }
// FIXME: Make these private! (tf_player uses them)
// Secondary point to derive PVS from when zoomed in with binoculars/sniper rifle. The PVS is
// a merge of the standing origin and this additional origin
Vector m_vecAdditionalPVSOrigin ;
// Extra PVS origin if we are using a camera object
Vector m_vecCameraPVSOrigin ;
CNetworkHandle ( CBaseEntity , m_hUseEntity ) ; // the player is currently controlling this entity because of +USE latched, NULL if no entity
int m_iTrain ; // Train control position
float m_iRespawnFrames ; // used in PlayerDeathThink() to make sure players can always respawn
unsigned int m_afPhysicsFlags ; // physics flags - set when 'normal' physics should be revisited or overriden
// Vehicles
CNetworkHandle ( CBaseEntity , m_hVehicle ) ;
int m_iVehicleAnalogBias ;
void UpdateButtonState ( int nUserCmdButtonMask ) ;
bool m_bPauseBonusProgress ;
CNetworkVar ( int , m_iBonusProgress ) ;
CNetworkVar ( int , m_iBonusChallenge ) ;
int m_lastDamageAmount ; // Last damage taken
Vector m_DmgOrigin ;
float m_DmgTake ;
float m_DmgSave ;
int m_bitsDamageType ; // what types of damage has player taken
int m_bitsHUDDamage ; // Damage bits for the current fame. These get sent to the hud via gmsgDamage
CNetworkVar ( float , m_flDeathTime ) ; // the time at which the player died (used in PlayerDeathThink())
float m_flDeathAnimTime ; // the time at which the player finished their death anim (used in PlayerDeathThink() and ShouldTransmit())
CNetworkVar ( int , m_iObserverMode ) ; // if in spectator mode != 0
CNetworkVar ( int , m_iFOV ) ; // field of view
CNetworkVar ( int , m_iDefaultFOV ) ; // default field of view
CNetworkVar ( int , m_iFOVStart ) ; // What our FOV started at
CNetworkVar ( float , m_flFOVTime ) ; // Time our FOV change started
int m_iObserverLastMode ; // last used observer mode
CNetworkHandle ( CBaseEntity , m_hObserverTarget ) ; // entity handle to m_iObserverTarget
bool m_bForcedObserverMode ; // true, player was forced by invalid targets to switch mode
CNetworkHandle ( CBaseEntity , m_hZoomOwner ) ; //This is a pointer to the entity currently controlling the player's zoom
//Only this entity can change the zoom state once it has ownership
float m_tbdPrev ; // Time-based damage timer
int m_idrowndmg ; // track drowning damage taken
int m_idrownrestored ; // track drowning damage restored
int m_nPoisonDmg ; // track recoverable poison damage taken
int m_nPoisonRestored ; // track poison damage restored
// NOTE: bits damage type appears to only be used for time-based damage
BYTE m_rgbTimeBasedDamage [ CDMG_TIMEBASED ] ;
// Player Physics Shadow
int m_vphysicsCollisionState ;
virtual int SpawnArmorValue ( void ) const { return 0 ; }
float m_fNextSuicideTime ; // the time after which the player can next use the suicide command
int m_iSuicideCustomKillFlags ;
// Replay mode
float m_fDelay ; // replay delay in seconds
float m_fReplayEnd ; // time to stop replay mode
int m_iReplayEntity ; // follow this entity in replay
private :
void HandleFuncTrain ( ) ;
// DATA
private :
CUtlVector < CCommandContext > m_CommandContext ;
// Player Physics Shadow
protected : //used to be private, but need access for portal mod (Dave Kircher)
IPhysicsPlayerController * m_pPhysicsController ;
IPhysicsObject * m_pShadowStand ;
IPhysicsObject * m_pShadowCrouch ;
Vector m_oldOrigin ;
Vector m_vecSmoothedVelocity ;
bool m_touchedPhysObject ;
bool m_bPhysicsWasFrozen ;
private :
int m_iPlayerSound ; // the index of the sound list slot reserved for this player
int m_iTargetVolume ; // ideal sound volume.
int m_rgItems [ MAX_ITEMS ] ;
// these are time-sensitive things that we keep track of
float m_flSwimTime ; // how long player has been underwater
float m_flDuckTime ; // how long we've been ducking
float m_flDuckJumpTime ;
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
float m_flgeigerRange ; // range to nearest radiation source
float m_flgeigerDelay ; // delay per update of range msg to client
int m_igeigerRangePrev ;
bool m_fInitHUD ; // True when deferred HUD restart msg needs to be sent
bool m_fGameHUDInitialized ;
bool m_fWeapon ; // Set this to FALSE to force a reset of the current weapon HUD info
int m_iUpdateTime ; // stores the number of frame ticks before sending HUD update messages
int m_iClientBattery ; // the Battery currently known by the client. If this changes, send a new
// Autoaim data
QAngle m_vecAutoAim ;
int m_lastx , m_lasty ; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
int m_iFrags ;
int m_iDeaths ;
float m_flNextDecalTime ; // next time this player can spray a decal
// Team Handling
// char m_szTeamName[TEAM_NAME_LENGTH];
// Multiplayer handling
PlayerConnectedState m_iConnected ;
// from edict_t
// CBasePlayer doesn't send this but CCSPlayer does.
CNetworkVarForDerived ( int , m_ArmorValue ) ;
float m_AirFinished ;
float m_PainFinished ;
// player locking
int m_iPlayerLocked ;
protected :
// the player's personal view model
typedef CHandle < CBaseViewModel > CBaseViewModelHandle ;
CNetworkArray ( CBaseViewModelHandle , m_hViewModel , MAX_VIEWMODELS ) ;
// Last received usercmd (in case we drop a lot of packets )
CUserCmd m_LastCmd ;
CUserCmd * m_pCurrentCommand ;
float m_flStepSoundTime ; // time to check for next footstep sound
bool m_bAllowInstantSpawn ;
# if defined USES_ECON_ITEMS
// Wearables
CUtlVector < CHandle < CEconWearable > > m_hMyWearables ;
# endif
private :
// Replicated to all clients
CNetworkVar ( float , m_flMaxspeed ) ;
// Not transmitted
float m_flWaterJumpTime ; // used to be called teleport_time
Vector m_vecWaterJumpVel ;
int m_nImpulse ;
float m_flSwimSoundTime ;
Vector m_vecLadderNormal ;
float m_flFlashTime ;
int m_nDrownDmgRate ; // Drowning damage in points per second without air.
int m_nNumCrouches ; // Number of times we've crouched (for hinting)
bool m_bDuckToggled ; // If true, the player is crouching via a toggle
public :
bool GetToggledDuckState ( void ) { return m_bDuckToggled ; }
void ToggleDuck ( void ) ;
float GetStickDist ( void ) ;
float m_flForwardMove ;
float m_flSideMove ;
int m_nNumCrateHudHints ;
private :
// Used in test code to teleport the player to random locations in the map.
Vector m_vForcedOrigin ;
bool m_bForceOrigin ;
// Clients try to run on their own realtime clock, this is this client's clock
CNetworkVar ( int , m_nTickBase ) ;
bool m_bGamePaused ;
float m_fLastPlayerTalkTime ;
CNetworkVar ( CBaseCombatWeaponHandle , m_hLastWeapon ) ;
# if !defined( NO_ENTITY_PREDICTION )
CUtlVector < CHandle < CBaseEntity > > m_SimulatedByThisPlayer ;
# endif
float m_flOldPlayerZ ;
float m_flOldPlayerViewOffsetZ ;
bool m_bPlayerUnderwater ;
EHANDLE m_hViewEntity ;
// Movement constraints
CNetworkHandle ( CBaseEntity , m_hConstraintEntity ) ;
CNetworkVector ( m_vecConstraintCenter ) ;
CNetworkVar ( float , m_flConstraintRadius ) ;
CNetworkVar ( float , m_flConstraintWidth ) ;
CNetworkVar ( float , m_flConstraintSpeedFactor ) ;
friend class CPlayerMove ;
friend class CPlayerClass ;
// Player name
char m_szNetname [ MAX_PLAYER_NAME_LENGTH ] ;
protected :
// HACK FOR TF2 Prediction
friend class CTFGameMovementRecon ;
friend class CGameMovement ;
friend class CTFGameMovement ;
friend class CHL1GameMovement ;
friend class CCSGameMovement ;
friend class CHL2GameMovement ;
friend class CDODGameMovement ;
friend class CPortalGameMovement ;
// Accessors for gamemovement
bool IsDucked ( void ) const { return m_Local . m_bDucked ; }
bool IsDucking ( void ) const { return m_Local . m_bDucking ; }
float GetStepSize ( void ) const { return m_Local . m_flStepSize ; }
CNetworkVar ( float , m_flLaggedMovementValue ) ;
// These are generated while running usercmds, then given to UpdateVPhysicsPosition after running all queued commands.
Vector m_vNewVPhysicsPosition ;
Vector m_vNewVPhysicsVelocity ;
Vector m_vecVehicleViewOrigin ; // Used to store the calculated view of the player while riding in a vehicle
QAngle m_vecVehicleViewAngles ; // Vehicle angles
float m_flVehicleViewFOV ; // FOV of the vehicle driver
int m_nVehicleViewSavedFrame ; // Used to mark which frame was the last one the view was calculated for
Vector m_vecPreviouslyPredictedOrigin ; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin
int m_nBodyPitchPoseParam ;
CNetworkString ( m_szLastPlaceName , MAX_PLACE_NAME_LENGTH ) ;
char m_szNetworkIDString [ MAX_NETWORKID_LENGTH ] ;
CPlayerInfo m_PlayerInfo ;
// Texture names and surface data, used by CGameMovement
int m_surfaceProps ;
surfacedata_t * m_pSurfaceData ;
float m_surfaceFriction ;
char m_chTextureType ;
char m_chPreviousTextureType ; // Separate from m_chTextureType. This is cleared if the player's not on the ground.
bool m_bSinglePlayerGameEnding ;
public :
float GetLaggedMovementValue ( void ) { return m_flLaggedMovementValue ; }
void SetLaggedMovementValue ( float flValue ) { m_flLaggedMovementValue = flValue ; }
inline bool IsAutoKickDisabled ( void ) const ;
inline void DisableAutoKick ( bool disabled ) ;
void DumpPerfToRecipient ( CBasePlayer * pRecipient , int nMaxRecords ) ;
// NVNT returns true if user has a haptic device
virtual bool HasHaptics ( ) { return m_bhasHaptics ; }
// NVNT sets weather a user should receive haptic device messages.
virtual void SetHaptics ( bool has ) { m_bhasHaptics = has ; }
private :
// NVNT member variable holding if this user is using a haptic device.
bool m_bhasHaptics ;
bool m_autoKickDisabled ;
struct StepSoundCache_t
{
StepSoundCache_t ( ) : m_usSoundNameIndex ( 0 ) { }
CSoundParameters m_SoundParameters ;
unsigned short m_usSoundNameIndex ;
} ;
// One for left and one for right side of step
StepSoundCache_t m_StepSoundCache [ 2 ] ;
CUtlLinkedList < CPlayerSimInfo > m_vecPlayerSimInfo ;
CUtlLinkedList < CPlayerCmdInfo > m_vecPlayerCmdInfo ;
IntervalTimer m_weaponFiredTimer ;
// Store the last time we successfully processed a usercommand
float m_flLastUserCommandTime ;
public :
virtual unsigned int PlayerSolidMask ( bool brushOnly = false ) const ; // returns the solid mask for the given player, so bots can have a more-restrictive set
} ;
typedef CHandle < CBasePlayer > CBasePlayerHandle ;
EXTERN_SEND_TABLE ( DT_BasePlayer )
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline bool CBasePlayer : : IsBotOfType ( int botType ) const
{
// bot type of zero is invalid
return ( GetBotType ( ) ! = 0 ) & & ( GetBotType ( ) = = botType ) ;
}
inline int CBasePlayer : : GetBotType ( void ) const
{
return 0 ;
}
inline bool CBasePlayer : : IsAutoKickDisabled ( void ) const
{
return m_autoKickDisabled ;
}
inline void CBasePlayer : : DisableAutoKick ( bool disabled )
{
m_autoKickDisabled = disabled ;
}
inline void CBasePlayer : : SetAdditionalPVSOrigin ( const Vector & vecOrigin )
{
m_vecAdditionalPVSOrigin = vecOrigin ;
}
inline void CBasePlayer : : SetCameraPVSOrigin ( const Vector & vecOrigin )
{
m_vecCameraPVSOrigin = vecOrigin ;
}
inline void CBasePlayer : : SetMuzzleFlashTime ( float flTime )
{
m_flFlashTime = flTime ;
}
inline void CBasePlayer : : SetUseEntity ( CBaseEntity * pUseEntity )
{
m_hUseEntity = pUseEntity ;
}
inline CBaseEntity * CBasePlayer : : GetUseEntity ( )
{
return m_hUseEntity ;
}
// Bot accessors...
inline void CBasePlayer : : SetTimeBase ( float flTimeBase )
{
m_nTickBase = TIME_TO_TICKS ( flTimeBase ) ;
}
inline void CBasePlayer : : SetLastUserCommand ( const CUserCmd & cmd )
{
m_LastCmd = cmd ;
}
inline CUserCmd const * CBasePlayer : : GetLastUserCommand ( void )
{
return & m_LastCmd ;
}
inline bool CBasePlayer : : IsPredictingWeapons ( void ) const
{
return m_bPredictWeapons ;
}
inline int CBasePlayer : : CurrentCommandNumber ( ) const
{
Assert ( m_pCurrentCommand ) ;
return m_pCurrentCommand - > command_number ;
}
inline const CUserCmd * CBasePlayer : : GetCurrentUserCommand ( ) const
{
Assert ( m_pCurrentCommand ) ;
return m_pCurrentCommand ;
}
inline IServerVehicle * CBasePlayer : : GetVehicle ( )
{
CBaseEntity * pVehicleEnt = m_hVehicle . Get ( ) ;
return pVehicleEnt ? pVehicleEnt - > GetServerVehicle ( ) : NULL ;
}
inline CBaseEntity * CBasePlayer : : GetVehicleEntity ( )
{
return m_hVehicle . Get ( ) ;
}
inline bool CBasePlayer : : IsInAVehicle ( void ) const
{
return ( NULL ! = m_hVehicle . Get ( ) ) ? true : false ;
}
inline void CBasePlayer : : SetTouchedPhysics ( bool bTouch )
{
m_touchedPhysObject = bTouch ;
}
inline bool CBasePlayer : : TouchedPhysics ( void )
{
return m_touchedPhysObject ;
}
inline void CBasePlayer : : OnMyWeaponFired ( CBaseCombatWeapon * weapon )
{
m_weaponFiredTimer . Start ( ) ;
}
inline float CBasePlayer : : GetTimeSinceWeaponFired ( void ) const
{
return m_weaponFiredTimer . GetElapsedTime ( ) ;
}
inline bool CBasePlayer : : IsFiringWeapon ( void ) const
{
return m_weaponFiredTimer . HasStarted ( ) & & m_weaponFiredTimer . IsLessThen ( 1.0f ) ;
}
//-----------------------------------------------------------------------------
// Converts an entity to a player
//-----------------------------------------------------------------------------
inline CBasePlayer * ToBasePlayer ( CBaseEntity * pEntity )
{
if ( ! pEntity | | ! pEntity - > IsPlayer ( ) )
return NULL ;
# if _DEBUG
return dynamic_cast < CBasePlayer * > ( pEntity ) ;
# else
return static_cast < CBasePlayer * > ( pEntity ) ;
# endif
}
inline const CBasePlayer * ToBasePlayer ( const CBaseEntity * pEntity )
{
if ( ! pEntity | | ! pEntity - > IsPlayer ( ) )
return NULL ;
# if _DEBUG
return dynamic_cast < const CBasePlayer * > ( pEntity ) ;
# else
return static_cast < const CBasePlayer * > ( pEntity ) ;
# endif
}
//--------------------------------------------------------------------------------------------------------------
/**
* DEPRECATED : Use CollectPlayers ( ) instead .
* Iterate over all active players in the game , invoking functor on each .
* If functor returns false , stop iteration and return false .
*/
template < typename Functor >
bool ForEachPlayer ( Functor & func )
{
for ( int i = 1 ; i < = gpGlobals - > maxClients ; + + i )
{
CBasePlayer * player = static_cast < CBasePlayer * > ( UTIL_PlayerByIndex ( i ) ) ;
if ( player = = NULL )
continue ;
if ( FNullEnt ( player - > edict ( ) ) )
continue ;
if ( ! player - > IsPlayer ( ) )
continue ;
if ( ! player - > IsConnected ( ) )
continue ;
if ( func ( player ) = = false )
return false ;
}
return true ;
}
//-----------------------------------------------------------------------------------------------
/**
* The interface for an iterative player functor
*/
class IPlayerFunctor
{
public :
virtual void OnBeginIteration ( void ) { } // invoked once before iteration begins
virtual bool operator ( ) ( CBasePlayer * player ) = 0 ;
virtual void OnEndIteration ( bool allElementsIterated ) { } // invoked once after iteration is complete whether successful or not
} ;
//--------------------------------------------------------------------------------------------------------------
/**
* DEPRECATED : Use CollectPlayers ( ) instead .
* Specialization of ForEachPlayer template for IPlayerFunctors
*/
template < >
inline bool ForEachPlayer ( IPlayerFunctor & func )
{
func . OnBeginIteration ( ) ;
bool isComplete = true ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; + + i )
{
CBasePlayer * player = static_cast < CBasePlayer * > ( UTIL_PlayerByIndex ( i ) ) ;
if ( player = = NULL )
continue ;
if ( FNullEnt ( player - > edict ( ) ) )
continue ;
if ( ! player - > IsPlayer ( ) )
continue ;
if ( ! player - > IsConnected ( ) )
continue ;
if ( func ( player ) = = false )
{
isComplete = false ;
break ;
}
}
func . OnEndIteration ( isComplete ) ;
return isComplete ;
}
//--------------------------------------------------------------------------------------------------------------
//
// Collect all valid, connected players into given vector.
// Returns number of players collected.
//
# define COLLECT_ONLY_LIVING_PLAYERS true
# define APPEND_PLAYERS true
template < typename T >
int CollectPlayers ( CUtlVector < T * > * playerVector , int team = TEAM_ANY , bool isAlive = false , bool shouldAppend = false )
{
if ( ! shouldAppend )
{
playerVector - > RemoveAll ( ) ;
}
for ( int i = 1 ; i < = gpGlobals - > maxClients ; + + i )
{
CBasePlayer * player = UTIL_PlayerByIndex ( i ) ;
if ( player = = NULL )
continue ;
if ( FNullEnt ( player - > edict ( ) ) )
continue ;
if ( ! player - > IsPlayer ( ) )
continue ;
if ( ! player - > IsConnected ( ) )
continue ;
if ( team ! = TEAM_ANY & & player - > GetTeamNumber ( ) ! = team )
continue ;
if ( isAlive & & ! player - > IsAlive ( ) )
continue ;
playerVector - > AddToTail ( assert_cast < T * > ( player ) ) ;
}
return playerVector - > Count ( ) ;
}
template < typename T >
int CollectHumanPlayers ( CUtlVector < T * > * playerVector , int team = TEAM_ANY , bool isAlive = false , bool shouldAppend = false )
{
if ( ! shouldAppend )
{
playerVector - > RemoveAll ( ) ;
}
for ( int i = 1 ; i < = gpGlobals - > maxClients ; + + i )
{
CBasePlayer * player = UTIL_PlayerByIndex ( i ) ;
if ( player = = NULL )
continue ;
if ( FNullEnt ( player - > edict ( ) ) )
continue ;
if ( ! player - > IsPlayer ( ) )
continue ;
if ( player - > IsBot ( ) )
continue ;
if ( ! player - > IsConnected ( ) )
continue ;
if ( team ! = TEAM_ANY & & player - > GetTeamNumber ( ) ! = team )
continue ;
if ( isAlive & & ! player - > IsAlive ( ) )
continue ;
playerVector - > AddToTail ( assert_cast < T * > ( player ) ) ;
}
return playerVector - > Count ( ) ;
}
enum
{
VEHICLE_ANALOG_BIAS_NONE = 0 ,
VEHICLE_ANALOG_BIAS_FORWARD ,
VEHICLE_ANALOG_BIAS_REVERSE ,
} ;
# endif // PLAYER_H