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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: provides an interface for dlls to query information about players from the game dll
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//
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//=============================================================================//
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#ifndef IPLAYERINFO_H
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#define IPLAYERINFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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// helper class for user commands
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class CBotCmd
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{
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public:
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CBotCmd()
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{
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Reset();
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}
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virtual ~CBotCmd() { };
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void Reset()
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{
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command_number = 0;
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tick_count = 0;
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viewangles.Init();
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forwardmove = 0.0f;
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sidemove = 0.0f;
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upmove = 0.0f;
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buttons = 0;
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impulse = 0;
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weaponselect = 0;
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weaponsubtype = 0;
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random_seed = 0;
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mousedx = 0;
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mousedy = 0;
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hasbeenpredicted = false;
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}
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CBotCmd& operator =( const CBotCmd& src )
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{
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if ( this == &src )
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return *this;
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command_number = src.command_number;
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tick_count = src.tick_count;
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viewangles = src.viewangles;
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forwardmove = src.forwardmove;
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sidemove = src.sidemove;
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upmove = src.upmove;
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buttons = src.buttons;
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impulse = src.impulse;
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weaponselect = src.weaponselect;
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weaponsubtype = src.weaponsubtype;
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random_seed = src.random_seed;
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mousedx = src.mousedx;
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mousedy = src.mousedy;
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hasbeenpredicted = src.hasbeenpredicted;
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return *this;
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}
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// For matching server and client commands for debugging
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int command_number;
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// the tick the client created this command
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int tick_count;
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// Player instantaneous view angles.
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QAngle viewangles;
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// Intended velocities
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// forward velocity.
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float forwardmove;
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// sideways velocity.
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float sidemove;
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// upward velocity.
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float upmove;
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// Attack button states
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int buttons;
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// Impulse command issued.
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byte impulse;
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// Current weapon id
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int weaponselect;
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int weaponsubtype;
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int random_seed; // For shared random functions
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short mousedx; // mouse accum in x from create move
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short mousedy; // mouse accum in y from create move
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// Client only, tracks whether we've predicted this command at least once
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bool hasbeenpredicted;
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};
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abstract_class IPlayerInfo
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{
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public:
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// returns the players name (UTF-8 encoded)
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virtual const char *GetName() = 0;
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// returns the userid (slot number)
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virtual int GetUserID() = 0;
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// returns the string of their network (i.e Steam) ID
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virtual const char *GetNetworkIDString() = 0;
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// returns the team the player is on
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virtual int GetTeamIndex() = 0;
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// changes the player to a new team (if the game dll logic allows it)
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virtual void ChangeTeam( int iTeamNum ) = 0;
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// returns the number of kills this player has (exact meaning is mod dependent)
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virtual int GetFragCount() = 0;
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// returns the number of deaths this player has (exact meaning is mod dependent)
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virtual int GetDeathCount() = 0;
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// returns if this player slot is actually valid
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virtual bool IsConnected() = 0;
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// returns the armor/health of the player (exact meaning is mod dependent)
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virtual int GetArmorValue() = 0;
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// extensions added to V2
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// various player flags
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virtual bool IsHLTV() = 0;
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virtual bool IsPlayer() = 0;
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virtual bool IsFakeClient() = 0;
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virtual bool IsDead() = 0;
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virtual bool IsInAVehicle() = 0;
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virtual bool IsObserver() = 0;
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// player position and size
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virtual const Vector GetAbsOrigin() = 0;
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virtual const QAngle GetAbsAngles() = 0;
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virtual const Vector GetPlayerMins() = 0;
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virtual const Vector GetPlayerMaxs() = 0;
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// the name of the weapon currently being carried
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virtual const char *GetWeaponName() = 0;
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// the name of the player model in use
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virtual const char *GetModelName() = 0;
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// current player health
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virtual const int GetHealth() = 0;
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// max health value
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virtual const int GetMaxHealth() = 0;
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// the last user input from this player
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virtual CBotCmd GetLastUserCommand() = 0;
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virtual bool IsReplay() = 0;
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};
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#define INTERFACEVERSION_PLAYERINFOMANAGER "PlayerInfoManager002"
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abstract_class IPlayerInfoManager
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{
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public:
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virtual IPlayerInfo *GetPlayerInfo( edict_t *pEdict ) = 0;
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virtual CGlobalVars *GetGlobalVars() = 0;
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};
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abstract_class IBotController
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{
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public:
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// change the bots position
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virtual void SetAbsOrigin( Vector & vec ) = 0;
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virtual void SetAbsAngles( QAngle & ang ) = 0;
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virtual void SetLocalOrigin( const Vector& origin ) = 0;
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virtual const Vector GetLocalOrigin( void ) = 0;
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virtual void SetLocalAngles( const QAngle& angles ) = 0;
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virtual const QAngle GetLocalAngles( void ) = 0;
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// strip them of weapons, etc
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virtual void RemoveAllItems( bool removeSuit ) = 0;
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// give them a weapon
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virtual void SetActiveWeapon( const char *WeaponName ) = 0;
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// check various effect flags
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virtual bool IsEFlagSet( int nEFlagMask ) = 0;
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// fire a virtual move command to the bot
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virtual void RunPlayerMove( CBotCmd *ucmd ) = 0;
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};
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#define INTERFACEVERSION_PLAYERBOTMANAGER "BotManager001"
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abstract_class IBotManager
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{
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public:
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virtual IBotController *GetBotController( edict_t *pEdict ) = 0;
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// create a new bot and spawn it into the server
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virtual edict_t *CreateBot( const char *botname ) = 0;
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};
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#endif // IPLAYERINFO_H
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