mirror of
https://github.com/alliedmodders/hl2sdk.git
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1114 lines
40 KiB
C++
1114 lines
40 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef PLAYER_H
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#define PLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basecombatcharacter.h"
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#include "usercmd.h"
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#include "playerlocaldata.h"
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#include "PlayerState.h"
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#include "dlls/iplayerinfo.h"
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#define CMD_MAXBACKUP 30
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// For queuing and processing usercmds
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class CCommandContext
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{
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public:
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CUserCmd cmds[ CMD_MAXBACKUP ];
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int numcmds;
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int totalcmds;
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int dropped_packets;
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bool paused;
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};
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//-----------------------------------------------------------------------------
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// Forward declarations:
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//-----------------------------------------------------------------------------
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class CBaseCombatWeapon;
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class CBaseViewModel;
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class CTeam;
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class IPhysicsPlayerController;
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class IServerVehicle;
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class CUserCmd;
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class CFuncLadder;
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class CNavArea;
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// for step sounds
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struct surfacedata_t;
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// !!!set this bit on guns and stuff that should never respawn.
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#define SF_NORESPAWN ( 1 << 30 )
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//
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// Player PHYSICS FLAGS bits
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//
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enum PlayerPhysFlag_e
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{
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PFLAG_DIROVERRIDE = ( 1<<0 ), // override the player's directional control (trains, physics gun, etc.)
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PFLAG_DUCKING = ( 1<<1 ), // In the process of ducking, but totally squatted yet
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PFLAG_USING = ( 1<<2 ), // Using a continuous entity
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PFLAG_OBSERVER = ( 1<<3 ), // player is locked in stationary cam mode. Spectators can move, observers can't.
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PFLAG_VPHYSICS_MOTIONCONTROLLER = ( 1<<4 ), // player is physically attached to a motion controller
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// If you add another flag here check that you aren't
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// overwriting phys flags in the HL2 player classes
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};
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//
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// generic player
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//
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//-----------------------------------------------------
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//This is Half-Life player entity
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//-----------------------------------------------------
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#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
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#define SUIT_REPEAT_OK 0
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#define SUIT_NEXT_IN_30SEC 30
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#define SUIT_NEXT_IN_1MIN 60
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#define SUIT_NEXT_IN_5MIN 300
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#define SUIT_NEXT_IN_10MIN 600
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#define SUIT_NEXT_IN_30MIN 1800
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#define SUIT_NEXT_IN_1HOUR 3600
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#define CSUITNOREPEAT 32
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#define TEAM_NAME_LENGTH 16
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// constant items
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#define ITEM_HEALTHKIT 1
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#define ITEM_BATTERY 4
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#define AUTOAIM_2DEGREES 0.0348994967025
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#define AUTOAIM_5DEGREES 0.08715574274766
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#define AUTOAIM_8DEGREES 0.1391731009601
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#define AUTOAIM_10DEGREES 0.1736481776669
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#define AUTOAIM_20DEGREES 0.3490658503989
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// useful cosines
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#define DOT_1DEGREE 0.9998476951564
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#define DOT_2DEGREE 0.9993908270191
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#define DOT_3DEGREE 0.9986295347546
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#define DOT_4DEGREE 0.9975640502598
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#define DOT_5DEGREE 0.9961946980917
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#define DOT_6DEGREE 0.9945218953683
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#define DOT_7DEGREE 0.9925461516413
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#define DOT_8DEGREE 0.9902680687416
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#define DOT_9DEGREE 0.9876883405951
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#define DOT_10DEGREE 0.9848077530122
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#define DOT_15DEGREE 0.9659258262891
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#define DOT_20DEGREE 0.9396926207859
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#define DOT_25DEGREE 0.9063077870367
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#define DOT_30DEGREE 0.866025403784
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#define DOT_45DEGREE 0.707106781187
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enum
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{
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VPHYS_WALK = 0,
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VPHYS_CROUCH,
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VPHYS_NOCLIP,
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};
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enum PlayerConnectedState
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{
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PlayerConnected,
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PlayerDisconnecting,
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PlayerDisconnected,
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};
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extern bool gInitHUD;
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extern ConVar *sv_cheats;
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class CBasePlayer;
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class CPlayerInfo : public IBotController, public IPlayerInfo
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{
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public:
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CPlayerInfo () { m_pParent = NULL; }
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~CPlayerInfo () {}
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void SetParent( CBasePlayer *parent ) { m_pParent = parent; }
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// IPlayerInfo interface
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virtual const char *GetName();
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virtual int GetUserID();
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virtual const char *GetNetworkIDString();
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virtual int GetTeamIndex();
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virtual void ChangeTeam( int iTeamNum );
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virtual int GetFragCount();
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virtual int GetDeathCount();
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virtual bool IsConnected();
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virtual int GetArmorValue();
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virtual bool IsHLTV();
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virtual bool IsPlayer();
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virtual bool IsFakeClient();
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virtual bool IsDead();
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virtual bool IsInAVehicle();
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virtual bool IsObserver();
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virtual const Vector GetAbsOrigin();
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virtual const QAngle GetAbsAngles();
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virtual const Vector GetPlayerMins();
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virtual const Vector GetPlayerMaxs();
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virtual const char *GetWeaponName();
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virtual const char *GetModelName();
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virtual const int GetHealth();
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virtual const int GetMaxHealth();
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// bot specific functions
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virtual void SetAbsOrigin( Vector & vec );
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virtual void SetAbsAngles( QAngle & ang );
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virtual void RemoveAllItems( bool removeSuit );
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virtual void SetActiveWeapon( const char *WeaponName );
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virtual void SetLocalOrigin( const Vector& origin );
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virtual const Vector GetLocalOrigin( void );
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virtual void SetLocalAngles( const QAngle& angles );
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virtual const QAngle GetLocalAngles( void );
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virtual void PostClientMessagesSent( void );
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virtual bool IsEFlagSet( int nEFlagMask );
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virtual void RunPlayerMove( CBotCmd *ucmd );
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virtual void SetLastUserCommand( const CBotCmd &cmd );
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virtual CBotCmd GetLastUserCommand();
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private:
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CBasePlayer *m_pParent;
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};
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class CBasePlayer : public CBaseCombatCharacter
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{
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public:
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DECLARE_CLASS( CBasePlayer, CBaseCombatCharacter );
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protected:
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// HACK FOR BOTS
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friend class CBotManager;
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static edict_t *s_PlayerEdict; // must be set before calling constructor
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CBasePlayer();
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~CBasePlayer();
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// IPlayerInfo passthrough (because we can't do multiple inheritance)
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IPlayerInfo *GetPlayerInfo() { return &m_PlayerInfo; }
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IBotController *GetBotController() { return &m_PlayerInfo; }
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virtual void UpdateOnRemove( void );
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static CBasePlayer *CreatePlayer( const char *className, edict_t *ed );
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virtual void CreateViewModel( int viewmodelindex = 0 );
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CBaseViewModel *GetViewModel( int viewmodelindex = 0 );
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void HideViewModels( void );
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void DestroyViewModels( void );
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CPlayerState *PlayerData( void ) { return &pl; }
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int RequiredEdictIndex( void ) { return ENTINDEX(edict()); }
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void LockPlayerInPlace( void );
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void UnlockPlayer( void );
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virtual void DrawDebugGeometryOverlays(void);
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// Networking is about to update this entity, let it override and specify it's own pvs
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virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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virtual int UpdateTransmitState();
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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// Returns true if this player wants pPlayer to be moved back in time when this player runs usercmds.
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// Saves a lot of overhead on the server if we can cull out entities that don't need to lag compensate
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// (like team members, entities out of our PVS, etc).
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virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const;
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual void SharedSpawn(); // Shared between client and server.
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virtual void InitialSpawn( void );
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virtual void InitHUD( void ) {}
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virtual void ShowViewPortPanel( const char * name, bool bShow = true, KeyValues *data = NULL );
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virtual void PlayerDeathThink( void );
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virtual void Jump( void );
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virtual void Duck( void );
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const char *GetTracerType( void );
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void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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void DoImpactEffect( trace_t &tr, int nDamageType );
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#if !defined( NO_ENTITY_PREDICTION )
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void AddToPlayerSimulationList( CBaseEntity *other );
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void RemoveFromPlayerSimulationList( CBaseEntity *other );
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void SimulatePlayerSimulatedEntities( void );
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void ClearPlayerSimulationList( void );
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#endif
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// Physics simulation (player executes it's usercmd's here)
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virtual void PhysicsSimulate( void );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual void PreThink( void );
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virtual void PostThink( void );
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virtual int TakeHealth( float flHealth, int bitsDamageType );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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bool ShouldTakeDamageInCommentaryMode( const CTakeDamageInfo &inputInfo );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void DamageEffect(float flDamage, int fDamageType);
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virtual void OnDamagedByExplosion( const CTakeDamageInfo &info );
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virtual Vector EyePosition( ); // position of eyes
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const QAngle &EyeAngles( );
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void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp );
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virtual const QAngle &LocalEyeAngles(); // Direction of eyes
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void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
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// Sets the view angles
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void SnapEyeAngles( const QAngle &viewAngles );
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virtual QAngle BodyAngles();
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy);
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virtual bool ShouldFadeOnDeath( void ) { return FALSE; }
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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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void Event_Dying( void );
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bool IsHLTV( void ) const { return pl.hltv; }
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virtual bool IsPlayer( void ) const { return true; } // Spectators return TRUE for this, use IsObserver to seperate cases
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virtual bool IsNetClient( void ) const { return true; } // Bots should return FALSE for this, they can't receive NET messages
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// Spectators should return TRUE for this
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virtual bool IsFakeClient( void ) const;
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// Get the client index (entindex-1).
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int GetClientIndex() { return ENTINDEX( edict() ) - 1; }
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// returns the player name
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const char * GetPlayerName() { return m_szNetname; }
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void SetPlayerName( const char *name );
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int GetUserID() { return engine->GetPlayerUserId( edict() ); }
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const char * GetNetworkIDString();
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virtual const Vector GetPlayerMins( void ) const; // uses local player
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virtual const Vector GetPlayerMaxs( void ) const; // uses local player
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void VelocityPunch( const Vector &vecForce );
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void ViewPunch( const QAngle &angleOffset );
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void ViewPunchReset( float tolerance = 0 );
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void ShowViewModel( bool bShow );
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void ShowCrosshair( bool bShow );
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// View model prediction setup
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void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
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// Handle view smoothing when going up stairs
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void SmoothViewOnStairs( Vector& eyeOrigin );
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virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
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void CalcViewRoll( QAngle& eyeAngles );
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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virtual bool ShouldSavePhysics();
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virtual void OnRestore( void );
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virtual void PackDeadPlayerItems( void );
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virtual void RemoveAllItems( bool removeSuit );
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bool IsDead() const;
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#ifdef CSTRIKE_DLL
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virtual bool IsRunning( void ) const { return false; } // bot support under cstrike (AR)
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#endif
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bool HasPhysicsFlag( unsigned int flag ) { return (m_afPhysicsFlags & flag) != 0; }
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// Weapon stuff
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virtual Vector Weapon_ShootPosition( );
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virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget /* = NULL */, const Vector *pVelocity /* = NULL */ );
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virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
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virtual void Weapon_SetLast( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_ShouldSetLast( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) { return true; }
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virtual bool Weapon_ShouldSelectItem( CBaseCombatWeapon *pWeapon );
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void Weapon_DropSlot( int weaponSlot );
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bool HasAnyAmmoOfType( int nAmmoIndex );
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// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
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virtual void UpdateClientData( void );
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void RumbleEffect( unsigned char index, unsigned char rumbleData, unsigned char rumbleFlags );
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// Player is moved across the transition by other means
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual void Precache( void );
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bool IsOnLadder( void );
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virtual void ExitLadder() {}
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virtual int FlashlightIsOn( void ) { return false; }
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virtual void FlashlightTurnOn( void ) { };
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virtual void FlashlightTurnOff( void ) { };
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virtual bool IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot ) {return false; }
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void UpdatePlayerSound ( void );
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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virtual void DeathSound( const CTakeDamageInfo &info );
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Class_T Classify ( void );
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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void SetWeaponAnimType( const char *szExtention );
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// custom player functions
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virtual void ImpulseCommands( void );
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virtual void CheatImpulseCommands( int iImpulse );
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virtual bool ClientCommand(const char *cmd);
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void NotifySinglePlayerGameEnding() { m_bSinglePlayerGameEnding = true; }
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bool IsSinglePlayerGameEnding() { return m_bSinglePlayerGameEnding == true; }
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// Observer functions
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virtual bool StartObserverMode(int mode); // true, if successful
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virtual void StopObserverMode( void ); // stop spectator mode
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virtual bool SetObserverMode(int mode); // sets new observer mode, returns true if successful
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virtual int GetObserverMode( void ); // returns observer mode or OBS_NONE
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virtual bool SetObserverTarget(CBaseEntity * target);
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virtual void ObserverUse( bool bIsPressed ); // observer pressed use
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virtual CBaseEntity *GetObserverTarget( void ); // returns players targer or NULL
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virtual CBaseEntity *FindNextObserverTarget( bool bReverse ); // returns next/prev player to follow or NULL
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virtual int GetNextObserverSearchStartPoint( bool bReverse ); // Where we should start looping the player list in a FindNextObserverTarget call
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virtual bool IsValidObserverTarget(CBaseEntity * target); // true, if player is allowed to see this target
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virtual void CheckObserverSettings(); // checks, if target still valid (didn't die etc)
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virtual void JumptoPosition(const Vector &origin, const QAngle &angles);
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virtual void ForceObserverMode(int mode); // sets a temporary mode, force because of invalid targets
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virtual void ResetObserverMode(); // resets all observer related settings
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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 int GetDelayTicks();
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virtual int GetReplayEntity();
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virtual void CreateCorpse( void ) { }
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virtual CBaseEntity *EntSelectSpawnPoint( void );
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// Vehicles
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bool IsInAVehicle( void ) const;
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virtual bool GetInVehicle( IServerVehicle *pVehicle, int nRole );
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virtual void LeaveVehicle( const Vector &vecExitPoint = vec3_origin, const QAngle &vecExitAngles = vec3_angle );
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int GetVehicleAnalogControlBias() { return m_iVehicleAnalogBias; }
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void SetVehicleAnalogControlBias( int bias ) { m_iVehicleAnalogBias = bias; }
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// override these for
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virtual void OnVehicleStart() {}
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virtual void OnVehicleEnd( Vector &playerDestPosition ) {}
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IServerVehicle *GetVehicle();
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CBaseEntity *GetVehicleEntity( void );
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bool UsingStandardWeaponsInVehicle( void );
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void AddPoints( int score, bool bAllowNegativeScore );
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void AddPointsToTeam( int score, bool bAllowNegativeScore );
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virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
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bool RemovePlayerItem( CBaseCombatWeapon *pItem );
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CBaseEntity *HasNamedPlayerItem( const char *pszItemName );
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bool HasWeapons( void );// do I have ANY weapons?
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virtual void SelectLastItem(void);
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virtual void SelectItem( const char *pstr, int iSubType = 0 );
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void ItemPreFrame( void );
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virtual void ItemPostFrame( void );
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virtual CBaseEntity *GiveNamedItem( const char *szName, int iSubType = 0 );
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void EnableControl(bool fControl);
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virtual void CheckTrainUpdate( void );
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void AbortReload( void );
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void SendAmmoUpdate(void);
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void WaterMove( void );
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float GetWaterJumpTime() const;
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void SetWaterJumpTime( float flWaterJumpTime );
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float GetSwimSoundTime( void ) const;
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void SetSwimSoundTime( float flSwimSoundTime );
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virtual void SetPlayerUnderwater( bool state );
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bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
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virtual bool CanBreatheUnderwater() const { return false; }
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virtual void PlayerUse( void );
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virtual void PlayUseDenySound() {}
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virtual CBaseEntity *FindUseEntity( void );
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virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
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bool ClearUseEntity();
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CBaseEntity *DoubleCheckUseNPC( CBaseEntity *pNPC, const Vector &vecSrc, const Vector &vecDir );
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// physics interactions
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// mass/size limit set to zero for none
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static bool CanPickupObject( CBaseEntity *pObject, float massLimit, float sizeLimit );
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virtual void PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize = true ) {}
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virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis = NULL ) {}
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virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject );
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void CheckSuitUpdate();
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void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
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virtual void UpdateGeigerCounter( void );
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void CheckTimeBasedDamage( void );
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void ResetAutoaim( void );
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virtual Vector GetAutoaimVector( float flScale );
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virtual Vector GetAutoaimVector( float flScale, float flMaxDist );
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virtual void GetAutoaimVector( autoaim_params_t ¶ms );
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float GetAutoaimScore( const Vector &eyePosition, const Vector &viewDir, const Vector &vecTarget, CBaseEntity *pTarget, float fScale );
|
|
QAngle AutoaimDeflection( Vector &vecSrc, autoaim_params_t ¶ms );
|
|
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 );
|
|
|
|
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; }
|
|
|
|
// Team Handling
|
|
virtual void ChangeTeam( int iTeamNum );
|
|
|
|
// say/sayteam allowed?
|
|
virtual bool CanSpeak( void ) { return true; }
|
|
virtual bool CanHearChatFrom( CBasePlayer *pPlayer ) { 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();
|
|
|
|
CNavArea *GetLastKnownArea( void ) const { return m_lastNavArea; } // return the last nav area the player occupied - NULL if unknown
|
|
const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied
|
|
|
|
virtual void CheckChatText( char *p, int bufsize ) {}
|
|
|
|
public:
|
|
// Player Physics Shadow
|
|
void SetupVPhysicsShadow( 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 InitVCollision( void );
|
|
virtual void VPhysicsDestroyObject();
|
|
void SetVCollisionState( int collisionState );
|
|
void PostThinkVPhysics( void );
|
|
virtual void UpdatePhysicsShadowToCurrentPosition();
|
|
void UpdateVPhysicsPosition( const Vector &position, const Vector &velocity, float secondsToArrival );
|
|
|
|
// 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; }
|
|
|
|
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();
|
|
|
|
// Only used by the physics gun... is there a better interface?
|
|
void SetPhysicsFlag( int nFlag, bool bSet );
|
|
|
|
void AllowImmediateDecalPainting();
|
|
|
|
// Suicide...
|
|
virtual void CommitSuicide();
|
|
|
|
// 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;
|
|
|
|
bool IsPredictingWeapons( void ) const;
|
|
int CurrentCommandNumber() const;
|
|
const CUserCmd *GetCurrentUserCommand() const;
|
|
|
|
int GetFOV( void ) const; // Get the current FOV value
|
|
int GetDefaultFOV( void ) const; // Default FOV if not specified otherwise
|
|
bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f ); // 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
|
|
|
|
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; }
|
|
|
|
//---------------------------------
|
|
// Inputs
|
|
//---------------------------------
|
|
void InputSetHealth( inputdata_t &inputdata );
|
|
void InputSetHUDVisibility( inputdata_t &inputdata );
|
|
|
|
surfacedata_t *GetSurfaceData( void ) { return m_pSurfaceData; }
|
|
void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
|
|
|
|
private:
|
|
|
|
// 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 );
|
|
|
|
int DetermineSimulationTicks( void );
|
|
void AdjustPlayerTimeBase( int simulation_ticks );
|
|
|
|
public:
|
|
|
|
// 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 );
|
|
|
|
// 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_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;
|
|
|
|
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; }
|
|
|
|
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);
|
|
|
|
// 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 );
|
|
|
|
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())
|
|
|
|
CNetworkVar( int, m_iObserverMode ); // if in spectator mode != 0
|
|
CNetworkVar( int, m_iFOV ); // field of view
|
|
CNetworkVar( int, m_iDefaultFOV ); // default field of view
|
|
|
|
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
|
|
|
|
EHANDLE 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
|
|
|
|
// 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:
|
|
IPhysicsPlayerController *m_pPhysicsController;
|
|
IPhysicsObject *m_pShadowStand;
|
|
IPhysicsObject *m_pShadowCrouch;
|
|
Vector m_oldOrigin;
|
|
Vector m_vecSmoothedVelocity;
|
|
bool m_touchedPhysObject;
|
|
|
|
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_flTimeStepSound; // when the last stepping sound was made
|
|
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
|
|
|
|
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:
|
|
friend class CTFGameMovementRecon;
|
|
friend class CGameMovement;
|
|
friend class CTFGameMovement;
|
|
friend class CHL1GameMovement;
|
|
friend class CCSGameMovement;
|
|
friend class CHL2GameMovement;
|
|
friend class CDODGameMovement;
|
|
|
|
// 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;
|
|
|
|
// last known navigation area of player - NULL if unknown
|
|
CNavArea *m_lastNavArea;
|
|
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;
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public:
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float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; }
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void SetLaggedMovementValue( float flValue ) { m_flLaggedMovementValue = flValue; }
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inline bool IsAutoKickDisabled( void ) const;
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inline void DisableAutoKick( bool disabled );
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private:
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bool m_autoKickDisabled;
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};
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typedef CHandle<CBasePlayer> CBasePlayerHandle;
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EXTERN_SEND_TABLE(DT_BasePlayer)
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline bool CBasePlayer::IsAutoKickDisabled( void ) const
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{
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return m_autoKickDisabled;
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}
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inline void CBasePlayer::DisableAutoKick( bool disabled )
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{
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m_autoKickDisabled = disabled;
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}
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inline void CBasePlayer::SetAdditionalPVSOrigin( const Vector &vecOrigin )
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{
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m_vecAdditionalPVSOrigin = vecOrigin;
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}
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inline void CBasePlayer::SetCameraPVSOrigin( const Vector &vecOrigin )
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|
{
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|
m_vecCameraPVSOrigin = vecOrigin;
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}
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inline void CBasePlayer::SetMuzzleFlashTime( float flTime )
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|
{
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|
m_flFlashTime = flTime;
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|
}
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inline void CBasePlayer::SetUseEntity( CBaseEntity *pUseEntity )
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|
{
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m_hUseEntity = pUseEntity;
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}
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inline CBaseEntity *CBasePlayer::GetUseEntity()
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|
{
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|
return m_hUseEntity;
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|
}
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// Bot accessors...
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inline void CBasePlayer::SetTimeBase( float flTimeBase )
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|
{
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|
m_nTickBase = TIME_TO_TICKS( flTimeBase );
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|
}
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|
|
|
inline void CBasePlayer::SetLastUserCommand( const CUserCmd &cmd )
|
|
{
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|
m_LastCmd = cmd;
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|
}
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|
|
|
inline CUserCmd const *CBasePlayer::GetLastUserCommand( void )
|
|
{
|
|
return &m_LastCmd;
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|
}
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|
|
|
inline bool CBasePlayer::IsPredictingWeapons( void ) const
|
|
{
|
|
return m_bPredictWeapons;
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|
}
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|
|
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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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* 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 (func( player ) == false)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
enum
|
|
{
|
|
VEHICLE_ANALOG_BIAS_NONE = 0,
|
|
VEHICLE_ANALOG_BIAS_FORWARD,
|
|
VEHICLE_ANALOG_BIAS_REVERSE,
|
|
};
|
|
|
|
#endif // PLAYER_H
|