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1117 lines
37 KiB
C++
1117 lines
37 KiB
C++
//========= 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 CS_PLAYER_H
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#define CS_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 "cs_playeranimstate.h"
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#include "cs_shareddefs.h"
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#include "cs_autobuy.h"
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#include "utldict.h"
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class CWeaponCSBase;
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class CMenu;
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class CHintMessageQueue;
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class CNavArea;
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#include "cs_weapon_parse.h"
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void UTIL_AwardMoneyToTeam( int iAmount, int iTeam, CBaseEntity *pIgnore );
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#define MENU_STRING_BUFFER_SIZE 1024
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#define MENU_MSG_TEXTCHUNK_SIZE 50
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enum
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{
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MIN_NAME_CHANGE_INTERVAL = 10, // minimum number of seconds between name changes
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NAME_CHANGE_HISTORY_SIZE = 5, // number of times a player can change names in NAME_CHANGE_HISTORY_INTERVAL
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NAME_CHANGE_HISTORY_INTERVAL = 600, // no more than NAME_CHANGE_HISTORY_SIZE name changes can be made in this many seconds
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};
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extern ConVar bot_mimic;
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// Function table for each player state.
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class CCSPlayerStateInfo
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{
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public:
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CSPlayerState m_iPlayerState;
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const char *m_pStateName;
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void (CCSPlayer::*pfnEnterState)(); // Init and deinit the state.
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void (CCSPlayer::*pfnLeaveState)();
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void (CCSPlayer::*pfnPreThink)(); // Do a PreThink() in this state.
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};
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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 *name, int iDamage, int iCounter )
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{
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Q_strncpy( m_szPlayerName, name, sizeof(m_szPlayerName) );
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m_iDamage = iDamage;
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m_iNumHits = 1;
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m_iLastBulletUpdate = iCounter;
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}
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void AddDamage( int iDamage, int iCounter )
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{
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m_iDamage += iDamage;
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if ( m_iLastBulletUpdate != iCounter )
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m_iNumHits++;
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m_iLastBulletUpdate = iCounter;
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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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private:
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char m_szPlayerName[MAX_PLAYER_NAME_LENGTH];
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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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int m_iLastBulletUpdate; // update counter
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};
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// Message display history (CCSPlayer::m_iDisplayHistoryBits)
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// These bits are set when hint messages are displayed, and cleared at
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// different times, according to the DHM_xxx bitmasks that follow
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#define DHF_ROUND_STARTED ( 1 << 1 )
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#define DHF_HOSTAGE_SEEN_FAR ( 1 << 2 )
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#define DHF_HOSTAGE_SEEN_NEAR ( 1 << 3 )
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#define DHF_HOSTAGE_USED ( 1 << 4 )
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#define DHF_HOSTAGE_INJURED ( 1 << 5 )
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#define DHF_HOSTAGE_KILLED ( 1 << 6 )
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#define DHF_FRIEND_SEEN ( 1 << 7 )
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#define DHF_ENEMY_SEEN ( 1 << 8 )
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#define DHF_FRIEND_INJURED ( 1 << 9 )
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#define DHF_FRIEND_KILLED ( 1 << 10 )
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#define DHF_ENEMY_KILLED ( 1 << 11 )
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#define DHF_BOMB_RETRIEVED ( 1 << 12 )
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#define DHF_AMMO_EXHAUSTED ( 1 << 15 )
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#define DHF_IN_TARGET_ZONE ( 1 << 16 )
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#define DHF_IN_RESCUE_ZONE ( 1 << 17 )
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#define DHF_IN_ESCAPE_ZONE ( 1 << 18 ) // unimplemented
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#define DHF_IN_VIPSAFETY_ZONE ( 1 << 19 ) // unimplemented
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#define DHF_NIGHTVISION ( 1 << 20 )
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#define DHF_HOSTAGE_CTMOVE ( 1 << 21 )
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#define DHF_SPEC_DUCK ( 1 << 22 )
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// DHF_xxx bits to clear when the round restarts
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#define DHM_ROUND_CLEAR ( \
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DHF_ROUND_STARTED | \
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DHF_HOSTAGE_KILLED | \
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DHF_FRIEND_KILLED | \
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DHF_BOMB_RETRIEVED )
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// DHF_xxx bits to clear when the player is restored
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#define DHM_CONNECT_CLEAR ( \
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DHF_HOSTAGE_SEEN_FAR | \
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DHF_HOSTAGE_SEEN_NEAR | \
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DHF_HOSTAGE_USED | \
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DHF_HOSTAGE_INJURED | \
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DHF_FRIEND_SEEN | \
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DHF_ENEMY_SEEN | \
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DHF_FRIEND_INJURED | \
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DHF_ENEMY_KILLED | \
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DHF_AMMO_EXHAUSTED | \
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DHF_IN_TARGET_ZONE | \
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DHF_IN_RESCUE_ZONE | \
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DHF_IN_ESCAPE_ZONE | \
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DHF_IN_VIPSAFETY_ZONE | \
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DHF_HOSTAGE_CTMOVE | \
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DHF_SPEC_DUCK )
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// radio messages (these must be kept in sync with actual radio) -------------------------------------
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enum RadioType
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{
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RADIO_INVALID = 0,
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RADIO_START_1, ///< radio messages between this and RADIO_START_2 and part of Radio1()
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RADIO_COVER_ME,
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RADIO_YOU_TAKE_THE_POINT,
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RADIO_HOLD_THIS_POSITION,
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RADIO_REGROUP_TEAM,
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RADIO_FOLLOW_ME,
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RADIO_TAKING_FIRE,
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RADIO_START_2, ///< radio messages between this and RADIO_START_3 are part of Radio2()
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RADIO_GO_GO_GO,
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RADIO_TEAM_FALL_BACK,
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RADIO_STICK_TOGETHER_TEAM,
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RADIO_GET_IN_POSITION_AND_WAIT,
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RADIO_STORM_THE_FRONT,
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RADIO_REPORT_IN_TEAM,
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RADIO_START_3, ///< radio messages above this are part of Radio3()
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RADIO_AFFIRMATIVE,
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RADIO_ENEMY_SPOTTED,
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RADIO_NEED_BACKUP,
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RADIO_SECTOR_CLEAR,
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RADIO_IN_POSITION,
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RADIO_REPORTING_IN,
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RADIO_GET_OUT_OF_THERE,
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RADIO_NEGATIVE,
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RADIO_ENEMY_DOWN,
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RADIO_END,
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RADIO_NUM_EVENTS
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};
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extern const char *RadioEventName[ RADIO_NUM_EVENTS+1 ];
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/**
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* Convert name to RadioType
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*/
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extern RadioType NameToRadioEvent( const char *name );
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enum BuyResult_e
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{
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BUY_BOUGHT,
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BUY_ALREADY_HAVE,
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BUY_CANT_AFFORD,
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BUY_PLAYER_CANT_BUY, // not in the buy zone, is the VIP, is past the timelimit, etc
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BUY_NOT_ALLOWED, // weapon is restricted by VIP mode, team, etc
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BUY_INVALID_ITEM,
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};
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//=============================================================================
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// HPE_BEGIN:
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//=============================================================================
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// [tj] The phases for the "Goose Chase" achievement
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enum GooseChaseAchievementStep
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{
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GC_NONE,
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GC_SHOT_DURING_DEFUSE,
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GC_STOPPED_AFTER_GETTING_SHOT
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};
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// [tj] The phases for the "Defuse Defense" achievement
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enum DefuseDefenseAchivementStep
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{
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DD_NONE,
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DD_STARTED_DEFUSE,
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DD_KILLED_TERRORIST
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};
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//=============================================================================
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// HPE_END
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//=============================================================================
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//=============================================================================
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// >> CounterStrike player
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//=============================================================================
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class CCSPlayer : public CBaseMultiplayerPlayer, public ICSPlayerAnimStateHelpers
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{
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public:
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DECLARE_CLASS( CCSPlayer, CBaseMultiplayerPlayer );
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DECLARE_SERVERCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_DATADESC();
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CCSPlayer();
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~CCSPlayer();
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static CCSPlayer *CreatePlayer( const char *className, edict_t *ed );
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static CCSPlayer* Instance( int iEnt );
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virtual void Precache();
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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 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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//=============================================================================
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// HPE_BEGIN:
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// [tj] We have a custom implementation so we can check for achievements.
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//=============================================================================
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virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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//=============================================================================
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// HPE_END
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//=============================================================================
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virtual void TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual CBaseEntity *GiveNamedItem( const char *pszName, int iSubType = 0 );
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virtual bool IsBeingGivenItem() const { return m_bIsBeingGivenItem; }
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virtual CBaseEntity *FindUseEntity( void );
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virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
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virtual void CreateViewModel( int viewmodelindex = 0 );
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virtual void ShowViewPortPanel( const char * name, bool bShow = true, KeyValues *data = NULL );
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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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// from CBasePlayer
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virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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virtual int GetNextObserverSearchStartPoint( bool bReverse );
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// In shared code.
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public:
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// ICSPlayerAnimState overrides.
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virtual CWeaponCSBase* CSAnim_GetActiveWeapon();
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virtual bool CSAnim_CanMove();
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virtual float GetPlayerMaxSpeed();
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void FireBullet(
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Vector vecSrc,
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const QAngle &shootAngles,
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float flDistance,
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int iPenetration,
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int iBulletType,
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int iDamage,
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float flRangeModifier,
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CBaseEntity *pevAttacker,
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bool bDoEffects,
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float xSpread, float ySpread );
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void KickBack(
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float up_base,
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float lateral_base,
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float up_modifier,
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float lateral_modifier,
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float up_max,
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float lateral_max,
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int direction_change );
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void GetBulletTypeParameters(
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int iBulletType,
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float &fPenetrationPower,
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float &flPenetrationDistance );
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// Returns true if the player is allowed to move.
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bool CanMove() const;
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void OnJump( float fImpulse );
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void OnLand( float fVelocity );
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bool HasC4() const; // Is this player carrying a C4 bomb?
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bool IsVIP() const;
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int GetClass( void ) const;
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void MakeVIP( bool isVIP );
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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ICSPlayerAnimState *GetPlayerAnimState() { return m_PlayerAnimState; }
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virtual bool StartReplayMode( float fDelay, float fDuration, int iEntity );
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virtual void StopReplayMode();
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virtual void PlayUseDenySound();
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public:
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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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virtual void HandleAnimEvent( animevent_t *pEvent );
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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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// from cbasecombatcharacter
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void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity );
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void VPhysicsShadowUpdate( IPhysicsObject *pPhysics );
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bool HasShield() const;
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bool IsShieldDrawn() const;
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void GiveShield( void );
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void RemoveShield( void );
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bool IsProtectedByShield( void ) const; // returns true if player has a shield and is currently hidden behind it
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bool HasPrimaryWeapon( void );
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bool HasSecondaryWeapon( void );
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bool IsReloading( void ) const; // returns true if current weapon is reloading
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void GiveDefaultItems();
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void RemoveAllItems( bool removeSuit ); //overridden to remove the defuser
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// Reset account, get rid of shield, etc..
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void Reset();
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void RoundRespawn( void );
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void ObserverRoundRespawn( void );
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void CheckTKPunishment( void );
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// Add money to this player's account.
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void AddAccount( int amount, bool bTrackChange=true, bool bItemBought=false, const char *pItemName = NULL );
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void HintMessage( const char *pMessage, bool bDisplayIfDead, bool bOverrideClientSettings = false ); // Displays a hint message to the player
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CHintMessageQueue *m_pHintMessageQueue;
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unsigned int m_iDisplayHistoryBits;
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bool m_bShowHints;
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float m_flLastAttackedTeammate;
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float m_flNextMouseoverUpdate;
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void UpdateMouseoverHints();
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// mark this player as not receiving money at the start of the next round.
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void MarkAsNotReceivingMoneyNextRound();
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bool DoesPlayerGetRoundStartMoney(); // self-explanitory :)
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void DropC4(); // Get rid of the C4 bomb.
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bool HasDefuser(); // Is this player carrying a bomb defuser?
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void GiveDefuser(bool bPickedUp = false); // give the player a defuser
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void RemoveDefuser(); // remove defuser from the player and remove the model attachment
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Added for fun-fact support
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//=============================================================================
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bool PickedUpDefuser() { return m_bPickedUpDefuser; }
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void SetDefusedWithPickedUpKit(bool bDefusedWithPickedUpKit) { m_bDefusedWithPickedUpKit = bDefusedWithPickedUpKit; }
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bool GetDefusedWithPickedUpKit() { return m_bDefusedWithPickedUpKit; }
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//=============================================================================
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// HPE_END
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//=============================================================================
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//=============================================================================
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// HPE_BEGIN
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// [sbodenbender] Need a different test for player blindness for the achievements
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//=============================================================================
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bool IsBlindForAchievement(); // more stringent than IsBlind; more accurately represents when the player can see again
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//=============================================================================
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// HPE_END
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//=============================================================================
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bool IsBlind( void ) const; // return true if this player is blind (from a flashbang)
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virtual void Blind( float holdTime, float fadeTime, float startingAlpha = 255 ); // player blinded by a flashbang
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float m_blindUntilTime;
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float m_blindStartTime;
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void Deafen( float flDistance ); //make the player deaf / apply dsp preset to muffle sound
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void ApplyDeafnessEffect(); // apply the deafness effect for a nearby explosion.
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bool IsAutoFollowAllowed( void ) const; // return true if this player will allow bots to auto follow
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void InhibitAutoFollow( float duration ); // prevent bots from auto-following for given duration
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void AllowAutoFollow( void ); // allow bots to auto-follow immediately
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float m_allowAutoFollowTime; // bots can auto-follow after this time
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// Have this guy speak a message into his radio.
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void Radio( const char *szRadioSound, const char *szRadioText = NULL );
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void ConstructRadioFilter( CRecipientFilter& filter );
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void EmitPrivateSound( const char *soundName ); ///< emit given sound that only we can hear
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CWeaponCSBase* GetActiveCSWeapon() const;
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void PreThink();
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// This is the think function for the player when they first join the server and have to select a team
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void JoiningThink();
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virtual bool ClientCommand( const CCommand &args );
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bool HandleCommand_JoinClass( int iClass );
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bool HandleCommand_JoinTeam( int iTeam );
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BuyResult_e HandleCommand_Buy( const char *item );
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BuyResult_e HandleCommand_Buy_Internal( const char * item );
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void HandleMenu_Radio1( int slot );
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void HandleMenu_Radio2( int slot );
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void HandleMenu_Radio3( int slot );
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float m_flRadioTime;
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int m_iRadioMessages;
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int iRadioMenu;
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void ListPlayers();
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bool m_bIgnoreRadio;
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// Returns one of the CS_CLASS_ enums.
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int PlayerClass() const;
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void MoveToNextIntroCamera();
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// Used to be GETINTOGAME state.
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void GetIntoGame();
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CBaseEntity* EntSelectSpawnPoint();
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void SetProgressBarTime( int barTime );
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virtual void PlayerDeathThink();
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void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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void ClearFlashbangScreenFade ( void );
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bool ShouldDoLargeFlinch( int nHitGroup, CBaseEntity *pAttacker );
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void ResetStamina( void );
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bool IsArmored( int nHitGroup );
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void Pain( bool HasArmour );
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void DeathSound( const CTakeDamageInfo &info );
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bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
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void ChangeTeam( int iTeamNum );
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void SwitchTeam( int iTeamNum ); // Changes teams without penalty - used for auto team balancing
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void ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set );
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virtual void OnDamagedByExplosion( const CTakeDamageInfo &info );
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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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// ------------------------------------------------------------------------------------------------ //
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// Player state management.
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// ------------------------------------------------------------------------------------------------ //
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public:
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|
|
|
void State_Transition( CSPlayerState newState ); // Cleanup the previous state and enter a new state.
|
|
CSPlayerState State_Get() const; // Get the current state.
|
|
|
|
|
|
private:
|
|
void State_Enter( CSPlayerState newState ); // Initialize the new state.
|
|
void State_Leave(); // Cleanup the previous state.
|
|
void State_PreThink(); // Update the current state.
|
|
|
|
// Find the state info for the specified state.
|
|
static CCSPlayerStateInfo* State_LookupInfo( CSPlayerState state );
|
|
|
|
// This tells us which state the player is currently in (joining, observer, dying, etc).
|
|
// Each state has a well-defined set of parameters that go with it (ie: observer is movetype_noclip, nonsolid,
|
|
// invisible, etc).
|
|
CNetworkVar( CSPlayerState, m_iPlayerState );
|
|
|
|
CCSPlayerStateInfo *m_pCurStateInfo; // This can be NULL if no state info is defined for m_iPlayerState.
|
|
|
|
// tells us whether or not this player gets money at the start of the next round.
|
|
bool m_receivesMoneyNextRound;
|
|
|
|
|
|
// Specific state handler functions.
|
|
void State_Enter_WELCOME();
|
|
void State_PreThink_WELCOME();
|
|
|
|
void State_Enter_PICKINGTEAM();
|
|
void State_Enter_PICKINGCLASS();
|
|
|
|
void State_Enter_ACTIVE();
|
|
void State_PreThink_ACTIVE();
|
|
|
|
void State_Enter_OBSERVER_MODE();
|
|
void State_PreThink_OBSERVER_MODE();
|
|
|
|
void State_Enter_DEATH_WAIT_FOR_KEY();
|
|
void State_PreThink_DEATH_WAIT_FOR_KEY();
|
|
|
|
void State_Enter_DEATH_ANIM();
|
|
void State_PreThink_DEATH_ANIM();
|
|
|
|
int FlashlightIsOn( void );
|
|
void FlashlightTurnOn( void );
|
|
void FlashlightTurnOff( void );
|
|
|
|
void UpdateAddonBits();
|
|
void UpdateRadar();
|
|
|
|
public:
|
|
|
|
void SetDeathPose( const int &iDeathPose ) { m_iDeathPose = iDeathPose; }
|
|
void SetDeathPoseFrame( const int &iDeathPoseFrame ) { m_iDeathFrame = iDeathPoseFrame; }
|
|
|
|
void SelectDeathPose( const CTakeDamageInfo &info );
|
|
|
|
private:
|
|
int m_iDeathPose;
|
|
int m_iDeathFrame;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Freeze cam function and variable declarations
|
|
//=============================================================================
|
|
|
|
bool m_bAbortFreezeCam;
|
|
|
|
protected:
|
|
void AttemptToExitFreezeCam( void );
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
public:
|
|
|
|
// Predicted variables.
|
|
CNetworkVar( bool, m_bResumeZoom );
|
|
CNetworkVar( int , m_iLastZoom ); // after firing a shot, set the FOV to 90, and after showing the animation, bring the FOV back to last zoom level.
|
|
CNetworkVar( bool, m_bIsDefusing ); // tracks whether this player is currently defusing a bomb
|
|
int m_LastHitGroup; // the last body region that took damage
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Adding two variables, keeping track of damage to the player
|
|
//=============================================================================
|
|
|
|
int m_LastHitBox; // the last body hitbox that took damage
|
|
Vector m_vLastHitLocationObjectSpace; //position where last hit occured in space of the bone associated with the hitbox
|
|
EHANDLE m_hDroppedEquipment[DROPPED_COUNT];
|
|
|
|
// [tj] overriding the base suicides to trash CS specific stuff
|
|
virtual void CommitSuicide( bool bExplode = false, bool bForce = false );
|
|
virtual void CommitSuicide( const Vector &vecForce, bool bExplode = false, bool bForce = false );
|
|
|
|
void WieldingKnifeAndKilledByGun( bool bState ) { m_bWieldingKnifeAndKilledByGun = bState; }
|
|
bool WasWieldingKnifeAndKilledByGun() { return m_bWieldingKnifeAndKilledByGun; }
|
|
|
|
// [dwenger] adding tracking for weapon used fun fact
|
|
void PlayerUsedFirearm( CBaseCombatWeapon* pBaseWeapon );
|
|
int GetNumFirearmsUsed() { return m_WeaponTypesUsed.Count(); }
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
CNetworkVar( bool, m_bHasHelmet ); // Does the player have helmet armor
|
|
bool m_bEscaped; // Has this terrorist escaped yet?
|
|
|
|
// Other variables.
|
|
bool m_bIsVIP; // Are we the VIP?
|
|
int m_iNumSpawns; // Number of times player has spawned this round
|
|
int m_iOldTeam; // Keep what team they were last on so we can allow joining spec and switching back to their real team
|
|
bool m_bTeamChanged; // Just allow one team change per round
|
|
CNetworkVar( int, m_iAccount ); // How much cash this player has.
|
|
int m_iShouldHaveCash;
|
|
|
|
bool m_bJustKilledTeammate;
|
|
bool m_bPunishedForTK;
|
|
int m_iTeamKills;
|
|
float m_flLastMovement;
|
|
int m_iNextTimeCheck; // Next time the player can execute a "timeleft" command
|
|
|
|
float m_flNameChangeHistory[NAME_CHANGE_HISTORY_SIZE]; // index 0 = most recent change
|
|
|
|
bool CanChangeName( void ); // Checks if the player can change his name
|
|
void ChangeName( const char *pszNewName );
|
|
|
|
void SetClanTag( const char *pTag );
|
|
const char *GetClanTag( void ) const;
|
|
|
|
|
|
CNetworkVar( bool, m_bHasDefuser ); // Does this player have a defuser kit?
|
|
CNetworkVar( bool, m_bHasNightVision ); // Does this player have night vision?
|
|
CNetworkVar( bool, m_bNightVisionOn ); // Is the NightVision turned on ?
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Added for fun-fact support
|
|
//=============================================================================
|
|
|
|
//CNetworkVar( bool, m_bPickedUpDefuser ); // Did player pick up the defuser kit as opposed to buying it?
|
|
//CNetworkVar( bool, m_bDefusedWithPickedUpKit); // Did player defuse the bomb with a picked-up defuse kit?
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
float m_flLastRadarUpdateTime;
|
|
|
|
// last known navigation area of player - NULL if unknown
|
|
CNavArea *m_lastNavArea;
|
|
|
|
// Backup copy of the menu text so the player can change this and the menu knows when to update.
|
|
char m_MenuStringBuffer[MENU_STRING_BUFFER_SIZE];
|
|
|
|
// When the player joins, it cycles their view between trigger_camera entities.
|
|
// This is the current camera, and the time that we'll switch to the next one.
|
|
EHANDLE m_pIntroCamera;
|
|
float m_fIntroCamTime;
|
|
|
|
// Set to true each frame while in a bomb zone.
|
|
// Reset after prediction (in PostThink).
|
|
CNetworkVar( bool, m_bInBombZone );
|
|
CNetworkVar( bool, m_bInBuyZone );
|
|
int m_iBombSiteIndex;
|
|
|
|
bool IsInBuyZone();
|
|
bool CanPlayerBuy( bool display );
|
|
|
|
CNetworkVar( bool, m_bInHostageRescueZone );
|
|
void RescueZoneTouch( inputdata_t &inputdata );
|
|
|
|
CNetworkVar( float, m_flStamina );
|
|
CNetworkVar( int, m_iDirection ); // The current lateral kicking direction; 1 = right, 0 = left
|
|
CNetworkVar( int, m_iShotsFired ); // number of shots fired recently
|
|
|
|
// Make sure to register changes for armor.
|
|
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_ArmorValue );
|
|
|
|
CNetworkVar( float, m_flVelocityModifier );
|
|
|
|
int m_iHostagesKilled;
|
|
|
|
void SetShieldDrawnState( bool bState );
|
|
void DropShield( void );
|
|
|
|
char m_szNewName [MAX_PLAYER_NAME_LENGTH]; // not empty if player requested a namechange
|
|
char m_szClanTag[MAX_CLAN_TAG_LENGTH];
|
|
|
|
Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
|
|
|
|
CNetworkVar( float, m_flFlashDuration );
|
|
CNetworkVar( float, m_flFlashMaxAlpha );
|
|
|
|
CNetworkVar( float, m_flProgressBarStartTime );
|
|
CNetworkVar( int, m_iProgressBarDuration );
|
|
CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations.
|
|
|
|
// Tracks our ragdoll entity.
|
|
CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
|
|
|
|
// Bots and hostages auto-duck during jumps
|
|
bool m_duckUntilOnGround;
|
|
|
|
Vector m_lastStandingPos; // used by the gamemovement code for finding ladders
|
|
|
|
void SurpressLadderChecks( const Vector& pos, const Vector& normal );
|
|
bool CanGrabLadder( const Vector& pos, const Vector& normal );
|
|
|
|
CNetworkVar( bool, m_bDetected );
|
|
|
|
private:
|
|
CountdownTimer m_ladderSurpressionTimer;
|
|
Vector m_lastLadderNormal;
|
|
Vector m_lastLadderPos;
|
|
|
|
protected:
|
|
|
|
void CreateRagdollEntity();
|
|
|
|
bool IsHittingShield( const Vector &vecDirection, trace_t *ptr );
|
|
|
|
void PhysObjectSleep();
|
|
void PhysObjectWake();
|
|
|
|
bool RunMimicCommand( CUserCmd& cmd );
|
|
|
|
bool SelectSpawnSpot( const char *pEntClassName, CBaseEntity* &pSpot );
|
|
|
|
void SetModelFromClass( void );
|
|
CNetworkVar( int, m_iClass ); // One of the CS_CLASS_ enums.
|
|
|
|
bool CSWeaponDrop( CBaseCombatWeapon *pWeapon, bool bDropShield = true, bool bThrow = false );
|
|
bool DropRifle( bool fromDeath = false );
|
|
bool DropPistol( bool fromDeath = false );
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Added a parameter so we know if it was death that caused the drop
|
|
// [menglish] New parameter to always know if this is from death and not just an enemy death
|
|
//=============================================================================
|
|
|
|
void DropWeapons( bool fromDeath, bool friendlyFire );
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
|
|
virtual int SpawnArmorValue( void ) const { return ArmorValue(); }
|
|
|
|
BuyResult_e AttemptToBuyAmmo( int iAmmoType );
|
|
BuyResult_e AttemptToBuyAmmoSingle( int iAmmoType );
|
|
BuyResult_e AttemptToBuyVest( void );
|
|
BuyResult_e AttemptToBuyAssaultSuit( void );
|
|
BuyResult_e AttemptToBuyDefuser( void );
|
|
BuyResult_e AttemptToBuyNightVision( void );
|
|
BuyResult_e AttemptToBuyShield( void );
|
|
|
|
BuyResult_e BuyAmmo( int nSlot, bool bBlinkMoney );
|
|
BuyResult_e BuyGunAmmo( CBaseCombatWeapon *pWeapon, bool bBlinkMoney );
|
|
|
|
void PushawayThink();
|
|
|
|
private:
|
|
|
|
ICSPlayerAnimState *m_PlayerAnimState;
|
|
|
|
// Aiming heuristics code
|
|
float m_flIdleTime; //Amount of time we've been motionless
|
|
float m_flMoveTime; //Amount of time we've been in motion
|
|
float m_flLastDamageTime; //Last time we took damage
|
|
float m_flTargetFindTime;
|
|
|
|
int m_lastDamageHealth; // Last damage given to our health
|
|
int m_lastDamageArmor; // Last damage given to our armor
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Added for fun-fact support
|
|
//=============================================================================
|
|
|
|
bool m_bPickedUpDefuser; // Did player pick up the defuser kit as opposed to buying it?
|
|
bool m_bDefusedWithPickedUpKit; // Did player defuse the bomb with a picked-up defuse kit?
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
|
|
// Last usercmd we shot a bullet on.
|
|
int m_iLastWeaponFireUsercmd;
|
|
|
|
// Copyed from EyeAngles() so we can send it to the client.
|
|
CNetworkQAngle( m_angEyeAngles );
|
|
|
|
bool m_bVCollisionInitted;
|
|
|
|
// AutoBuy functions.
|
|
public:
|
|
void AutoBuy(); // this should take into account what the player can afford and should buy the best equipment for them.
|
|
|
|
bool IsInAutoBuy( void ) { return m_bIsInAutoBuy; }
|
|
bool IsInReBuy( void ) { return m_bIsInRebuy; }
|
|
|
|
private:
|
|
bool ShouldExecuteAutoBuyCommand(const AutoBuyInfoStruct *commandInfo, bool boughtPrimary, bool boughtSecondary);
|
|
void PostAutoBuyCommandProcessing(const AutoBuyInfoStruct *commandInfo, bool &boughtPrimary, bool &boughtSecondary);
|
|
void ParseAutoBuyString(const char *string, bool &boughtPrimary, bool &boughtSecondary);
|
|
AutoBuyInfoStruct *GetAutoBuyCommandInfo(const char *command);
|
|
void PrioritizeAutoBuyString(char *autobuyString, const char *priorityString); // reorders the tokens in autobuyString based on the order of tokens in the priorityString.
|
|
BuyResult_e CombineBuyResults( BuyResult_e prevResult, BuyResult_e newResult );
|
|
|
|
bool m_bIsInAutoBuy;
|
|
bool m_bAutoReload;
|
|
|
|
//ReBuy functions
|
|
|
|
public:
|
|
void Rebuy();
|
|
private:
|
|
void BuildRebuyStruct();
|
|
|
|
BuyResult_e RebuyPrimaryWeapon();
|
|
BuyResult_e RebuyPrimaryAmmo();
|
|
BuyResult_e RebuySecondaryWeapon();
|
|
BuyResult_e RebuySecondaryAmmo();
|
|
BuyResult_e RebuyHEGrenade();
|
|
BuyResult_e RebuyFlashbang();
|
|
BuyResult_e RebuySmokeGrenade();
|
|
BuyResult_e RebuyDefuser();
|
|
BuyResult_e RebuyNightVision();
|
|
BuyResult_e RebuyArmor();
|
|
|
|
bool m_bIsInRebuy;
|
|
RebuyStruct m_rebuyStruct;
|
|
bool m_bUsingDefaultPistol;
|
|
|
|
bool m_bIsBeingGivenItem;
|
|
|
|
#ifdef CS_SHIELD_ENABLED
|
|
CNetworkVar( bool, m_bHasShield );
|
|
CNetworkVar( bool, m_bShieldDrawn );
|
|
#endif
|
|
|
|
// This is a combination of the ADDON_ flags in cs_shareddefs.h.
|
|
CNetworkVar( int, m_iAddonBits );
|
|
|
|
// Clients don't know about holstered weapons, so we need to tell them the weapon type here
|
|
CNetworkVar( int, m_iPrimaryAddon );
|
|
CNetworkVar( int, m_iSecondaryAddon );
|
|
|
|
//Damage record functions
|
|
public:
|
|
|
|
static void StartNewBulletGroup(); // global function
|
|
|
|
void RecordDamageTaken( const char *szDamageDealer, int iDamageTaken );
|
|
void RecordDamageGiven( const char *szDamageTaker, int iDamageGiven );
|
|
|
|
void ResetDamageCounters(); //Reset all lists
|
|
|
|
void OutputDamageTaken( void );
|
|
void OutputDamageGiven( void );
|
|
|
|
void StockPlayerAmmo( CBaseCombatWeapon *pNewWeapon = NULL );
|
|
|
|
CUtlLinkedList< CDamageRecord *, int >& GetDamageGivenList() {return m_DamageGivenList;}
|
|
CUtlLinkedList< CDamageRecord *, int >& GetDamageTakenList() {return m_DamageTakenList;}
|
|
|
|
private:
|
|
//A list of damage given
|
|
CUtlLinkedList< CDamageRecord *, int > m_DamageGivenList;
|
|
|
|
//A list of damage taken
|
|
CUtlLinkedList< CDamageRecord *, int > m_DamageTakenList;
|
|
|
|
protected:
|
|
float m_applyDeafnessTime;
|
|
int m_currentDeafnessFilter;
|
|
|
|
bool m_isVIP;
|
|
|
|
// Command rate limiting.
|
|
private:
|
|
|
|
bool ShouldRunRateLimitedCommand( const CCommand &args );
|
|
|
|
// This lets us rate limit the commands the players can execute so they don't overflow things like reliable buffers.
|
|
CUtlDict<float,int> m_RateLimitLastCommandTimes;
|
|
|
|
CNetworkVar(int, m_cycleLatch); // Every so often, we are going to transmit our cycle to the client to correct divergence caused by PVS changes
|
|
CountdownTimer m_cycleLatchTimer;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish, tj] Achievement-based addition to CS player class.
|
|
//=============================================================================
|
|
|
|
public:
|
|
void ResetRoundBasedAchievementVariables();
|
|
void OnRoundEnd(int winningTeam, int reason);
|
|
void OnPreResetRound();
|
|
|
|
int GetNumEnemyDamagers();
|
|
int GetNumEnemiesDamaged();
|
|
CBaseEntity* GetNearestSurfaceBelow(float maxTrace);
|
|
|
|
// Returns the % of the enemies this player killed in the round
|
|
int GetPercentageOfEnemyTeamKilled();
|
|
|
|
//List of times of recent kills to check for sprees
|
|
CUtlVector<float> m_killTimes;
|
|
|
|
//List of all players killed this round
|
|
CUtlVector<CHandle<CCSPlayer> > m_enemyPlayersKilledThisRound;
|
|
|
|
//List of weapons we have used to kill players with this round
|
|
CUtlVector<int> m_killWeapons;
|
|
|
|
int m_NumEnemiesKilledThisRound;
|
|
int m_NumEnemiesAtRoundStart;
|
|
int m_KillingSpreeStartTime;
|
|
|
|
float m_firstKillBlindStartTime; //This is the start time of the blind effect during which we got our most recent kill.
|
|
int m_killsWhileBlind;
|
|
|
|
bool m_bIsRescuing; // tracks whether this player is currently rescuing a hostage
|
|
bool m_bInjuredAHostage; // tracks whether this player injured a hostage
|
|
int m_iNumFollowers; // Number of hostages following this player
|
|
bool m_bSurvivedHeadshotDueToHelmet;
|
|
|
|
void IncrementNumFollowers() { m_iNumFollowers++; }
|
|
void DecrementNumFollowers() { m_iNumFollowers--; if (m_iNumFollowers < 0) m_iNumFollowers = 0; }
|
|
int GetNumFollowers() { return m_iNumFollowers; }
|
|
void SetIsRescuing(bool in_bRescuing) { m_bIsRescuing = in_bRescuing; }
|
|
bool IsRescuing() { return m_bIsRescuing; }
|
|
void SetInjuredAHostage(bool in_bInjured) { m_bInjuredAHostage = in_bInjured; }
|
|
bool InjuredAHostage() { return m_bInjuredAHostage; }
|
|
float GetBombPickuptime() { return m_bombPickupTime; }
|
|
void SetBombPickupTime(float time) { m_bombPickupTime = time; }
|
|
CCSPlayer* GetLastFlashbangAttacker() { return m_lastFlashBangAttacker; }
|
|
void SetLastFlashbangAttacker(CCSPlayer* attacker) { m_lastFlashBangAttacker = attacker; }
|
|
|
|
static CSWeaponID GetWeaponIdCausingDamange( const CTakeDamageInfo &info );
|
|
static void ProcessPlayerDeathAchievements( CCSPlayer *pAttacker, CCSPlayer *pVictim, const CTakeDamageInfo &info );
|
|
|
|
void OnCanceledDefuse();
|
|
void OnStartedDefuse();
|
|
GooseChaseAchievementStep m_gooseChaseStep;
|
|
DefuseDefenseAchivementStep m_defuseDefenseStep;
|
|
CHandle<CCSPlayer> m_pGooseChaseDistractingPlayer;
|
|
|
|
int m_lastRoundResult; //save the reason for the last round ending.
|
|
|
|
bool m_bMadeFootstepNoise;
|
|
|
|
float m_bombPickupTime;
|
|
|
|
bool m_bMadePurchseThisRound;
|
|
|
|
int m_roundsWonWithoutPurchase;
|
|
|
|
bool m_bKilledDefuser;
|
|
bool m_bKilledRescuer;
|
|
int m_maxGrenadeKills;
|
|
|
|
int m_grenadeDamageTakenThisRound;
|
|
|
|
bool GetKilledDefuser() { return m_bKilledDefuser; }
|
|
bool GetKilledRescuer() { return m_bKilledRescuer; }
|
|
int GetMaxGrenadeKills() { return m_maxGrenadeKills; }
|
|
|
|
void CheckMaxGrenadeKills(int grenadeKills);
|
|
|
|
CHandle<CCSPlayer> m_lastFlashBangAttacker;
|
|
|
|
void SetPlayerDominated( CCSPlayer *pPlayer, bool bDominated );
|
|
void SetPlayerDominatingMe( CCSPlayer *pPlayer, bool bDominated );
|
|
bool IsPlayerDominated( int iPlayerIndex );
|
|
bool IsPlayerDominatingMe( int iPlayerIndex );
|
|
|
|
bool m_wasNotKilledNaturally; //Set if the player is dead from a kill command or late login
|
|
|
|
bool WasNotKilledNaturally() { return m_wasNotKilledNaturally; }
|
|
|
|
//=============================================================================
|
|
// [menglish] MVP functions
|
|
//=============================================================================
|
|
|
|
void SetNumMVPs( int iNumMVP );
|
|
void IncrementNumMVPs( CSMvpReason_t mvpReason );
|
|
int GetNumMVPs();
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
void RemoveNemesisRelationships();
|
|
void SetDeathFlags( int iDeathFlags ) { m_iDeathFlags = iDeathFlags; }
|
|
int GetDeathFlags() { return m_iDeathFlags; }
|
|
|
|
private:
|
|
CNetworkArray( bool, m_bPlayerDominated, MAX_PLAYERS+1 ); // array of state per other player whether player is dominating other players
|
|
CNetworkArray( bool, m_bPlayerDominatingMe, MAX_PLAYERS+1 ); // array of state per other player whether other players are dominating this player
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
//=============================================================================
|
|
|
|
// [menglish] number of rounds this player has caused to be won for their team
|
|
int m_iMVPs;
|
|
|
|
// [dwenger] adding tracking for fun fact
|
|
bool m_bWieldingKnifeAndKilledByGun;
|
|
|
|
// [dwenger] adding tracking for which weapons this player has used in a round
|
|
CUtlVector<CSWeaponID> m_WeaponTypesUsed;
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
int m_iDeathFlags; // Flags holding revenge and domination info about a death
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
};
|
|
|
|
|
|
inline CSPlayerState CCSPlayer::State_Get() const
|
|
{
|
|
return m_iPlayerState;
|
|
}
|
|
|
|
inline CCSPlayer *ToCSPlayer( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity || !pEntity->IsPlayer() )
|
|
return NULL;
|
|
|
|
return dynamic_cast<CCSPlayer*>( pEntity );
|
|
}
|
|
|
|
inline bool CCSPlayer::IsReloading( void ) const
|
|
{
|
|
CBaseCombatWeapon *gun = GetActiveWeapon();
|
|
if (gun == NULL)
|
|
return false;
|
|
|
|
return gun->m_bInReload;
|
|
}
|
|
|
|
inline bool CCSPlayer::IsProtectedByShield( void ) const
|
|
{
|
|
return HasShield() && IsShieldDrawn();
|
|
}
|
|
|
|
inline bool CCSPlayer::IsBlind( void ) const
|
|
{
|
|
return gpGlobals->curtime < m_blindUntilTime;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN
|
|
// [sbodenbender] Need a different test for player blindness for the achievements
|
|
//=============================================================================
|
|
inline bool CCSPlayer::IsBlindForAchievement()
|
|
{
|
|
return (m_blindStartTime + m_flFlashDuration) > gpGlobals->curtime;
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
inline bool CCSPlayer::IsAutoFollowAllowed( void ) const
|
|
{
|
|
return (gpGlobals->curtime > m_allowAutoFollowTime);
|
|
}
|
|
|
|
inline void CCSPlayer::InhibitAutoFollow( float duration )
|
|
{
|
|
m_allowAutoFollowTime = gpGlobals->curtime + duration;
|
|
}
|
|
|
|
inline void CCSPlayer::AllowAutoFollow( void )
|
|
{
|
|
m_allowAutoFollowTime = 0.0f;
|
|
}
|
|
|
|
inline int CCSPlayer::GetClass( void ) const
|
|
{
|
|
return m_iClass;
|
|
}
|
|
|
|
inline const char *CCSPlayer::GetClanTag( void ) const
|
|
{
|
|
return m_szClanTag;
|
|
}
|
|
|
|
#endif //CS_PLAYER_H
|