ReGameDLL_CS/regamedll/dlls/player.h
s1lentq c77486dadd Get rid of spec-crosshair from gameplay. (Useless)
Reworked hookchain's: SetClientUserInfoName, GiveNamedItem
Added hookchain's: DropShield, MakeVIP, MakeBomber, GetIntoGame, Disappear, Radio, StartObserver, OnSpawnEquip
Refactoring
2016-12-07 02:28:33 +07:00

1059 lines
30 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef PLAYER_H
#define PLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "pm_materials.h"
#include "hintmessage.h"
#include "unisignals.h"
#include "weapons.h"
#ifdef REGAMEDLL_ADD
#define MIN_BUY_TIME 0
#else
#define MIN_BUY_TIME 15 // the minimum threshold values for cvar mp_buytime 15 sec's
#endif
#define MAX_BUFFER_MENU 175
#define MAX_BUFFER_MENU_BRIEFING 50
#define MAX_PLAYER_NAME_LENGTH 32
#define MAX_AUTOBUY_LENGTH 256
#define MAX_REBUY_LENGTH 256
#define MAX_RECENT_PATH 20
#define MAX_HOSTAGE_ICON 4 // the maximum number of icons of the hostages in the HUD
#define SUITUPDATETIME 3.5
#define SUITFIRSTUPDATETIME 0.1
#define PLAYER_FATAL_FALL_SPEED 1100.0f
#define PLAYER_MAX_SAFE_FALL_SPEED 500.0f
#define PLAYER_USE_RADIUS 64.0f
#define ARMOR_RATIO 0.5 // Armor Takes 50% of the damage
#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
#define FLASH_DRAIN_TIME 1.2 // 100 units/3 minutes
#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
// damage per unit per second.
#define DAMAGE_FOR_FALL_SPEED 100.0f / (PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED)
#define PLAYER_MIN_BOUNCE_SPEED 350.0f
// won't punch player's screen/make scrape noise unless player falling at least this fast.
#define PLAYER_FALL_PUNCH_THRESHHOLD 250.0f
// Money blinks few of times on the freeze period
// NOTE: It works for CZ
#define MONEY_BLINK_AMOUNT 30
// Player physics flags bits
// CBasePlayer::m_afPhysicsFlags
#define PFLAG_ONLADDER (1<<0)
#define PFLAG_ONSWING (1<<0)
#define PFLAG_ONTRAIN (1<<1)
#define PFLAG_ONBARNACLE (1<<2)
#define PFLAG_DUCKING (1<<3) // In the process of ducking, but totally squatted yet
#define PFLAG_USING (1<<4) // Using a continuous entity
#define PFLAG_OBSERVER (1<<5) // player is locked in stationary cam mode. Spectators can move, observers can't.
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define SIGNAL_BUY (1<<0)
#define SIGNAL_BOMB (1<<1)
#define SIGNAL_RESCUE (1<<2)
#define SIGNAL_ESCAPE (1<<3)
#define SIGNAL_VIPSAFETY (1<<4)
#define IGNOREMSG_NONE 0
#define IGNOREMSG_ENEMY 1
#define IGNOREMSG_TEAM 2
// max of 4 suit sentences queued up at any time
#define CSUITPLAYLIST 4
#define SUIT_GROUP TRUE
#define SUIT_SENTENCE FALSE
#define SUIT_REPEAT_OK 0
#define SUIT_NEXT_IN_30SEC 30
#define SUIT_NEXT_IN_1MIN 60
#define SUIT_NEXT_IN_5MIN 300
#define SUIT_NEXT_IN_10MIN 600
#define SUIT_NEXT_IN_30MIN 1800
#define SUIT_NEXT_IN_1HOUR 3600
#define TEAM_NAME_LENGTH 16
#define MAX_ID_RANGE 2048.0f
#define MAX_SPECTATOR_ID_RANGE 8192.0f
#define SBAR_STRING_SIZE 128
#define SBAR_TARGETTYPE_TEAMMATE 1
#define SBAR_TARGETTYPE_ENEMY 2
#define SBAR_TARGETTYPE_HOSTAGE 3
#define CHAT_INTERVAL 1.0f
#define CSUITNOREPEAT 32
#define AUTOAIM_2DEGREES 0.0348994967025
#define AUTOAIM_5DEGREES 0.08715574274766
#define AUTOAIM_8DEGREES 0.1391731009601
#define AUTOAIM_10DEGREES 0.1736481776669
#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
// custom enum
enum RewardType
{
RT_NONE,
RT_ROUND_BONUS,
RT_PLAYER_RESET,
RT_PLAYER_JOIN,
RT_PLAYER_SPEC_JOIN,
RT_PLAYER_BOUGHT_SOMETHING,
RT_HOSTAGE_TOOK,
RT_HOSTAGE_RESCUED,
RT_HOSTAGE_DAMAGED,
RT_HOSTAGE_KILLED,
RT_TEAMMATES_KILLED,
RT_ENEMY_KILLED,
RT_INTO_GAME,
RT_VIP_KILLED,
RT_VIP_RESCUED_MYSELF
};
enum PLAYER_ANIM
{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_ATTACK2,
PLAYER_FLINCH,
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
};
enum _Menu
{
Menu_OFF,
Menu_ChooseTeam,
Menu_IGChooseTeam,
Menu_ChooseAppearance,
Menu_Buy,
Menu_BuyPistol,
Menu_BuyRifle,
Menu_BuyMachineGun,
Menu_BuyShotgun,
Menu_BuySubMachineGun,
Menu_BuyItem,
Menu_Radio1,
Menu_Radio2,
Menu_Radio3,
Menu_ClientBuy
};
enum TeamName
{
UNASSIGNED,
TERRORIST,
CT,
SPECTATOR,
};
enum ModelName
{
MODEL_UNASSIGNED,
MODEL_URBAN,
MODEL_TERROR,
MODEL_LEET,
MODEL_ARCTIC,
MODEL_GSG9,
MODEL_GIGN,
MODEL_SAS,
MODEL_GUERILLA,
MODEL_VIP,
MODEL_MILITIA,
MODEL_SPETSNAZ,
MODEL_AUTO
};
enum JoinState
{
JOINED,
SHOWLTEXT,
READINGLTEXT,
SHOWTEAMSELECT,
PICKINGTEAM,
GETINTOGAME
};
enum TrackCommands
{
CMD_SAY = 0,
CMD_SAYTEAM,
CMD_FULLUPDATE,
CMD_VOTE,
CMD_VOTEMAP,
CMD_LISTMAPS,
CMD_LISTPLAYERS,
CMD_NIGHTVISION,
COMMANDS_TO_TRACK,
};
struct RebuyStruct
{
int m_primaryWeapon;
int m_primaryAmmo;
int m_secondaryWeapon;
int m_secondaryAmmo;
int m_heGrenade;
int m_flashbang;
int m_smokeGrenade;
int m_defuser;
int m_nightVision;
ArmorType m_armor;
};
enum ThrowDirection
{
THROW_NONE,
THROW_FORWARD,
THROW_BACKWARD,
THROW_HITVEL,
THROW_BOMB,
THROW_GRENADE,
THROW_HITVEL_MINUS_AIRVEL
};
enum sbar_data
{
SBAR_ID_TARGETTYPE = 1,
SBAR_ID_TARGETNAME,
SBAR_ID_TARGETHEALTH,
SBAR_END
};
enum MusicState { SILENT, CALM, INTENSE };
class CCSPlayer;
class CStripWeapons: public CPointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif
};
// Multiplayer intermission spots.
class CInfoIntermission: public CPointEntity {
public:
virtual void Spawn();
virtual void Think();
#ifdef HOOK_GAMEDLL
void Spawn_();
void Think_();
#endif
};
// Dead HEV suit prop
class CDeadHEV: public CBaseMonster {
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Classify();
#ifdef HOOK_GAMEDLL
void Spawn_();
void KeyValue_(KeyValueData *pkvd);
int Classify_();
#endif
public:
int m_iPose; // which sequence to display -- temporary, don't need to save
static char *m_szPoses[4];
};
class CSprayCan: public CBaseEntity {
public:
virtual void Think();
virtual int ObjectCaps() { return FCAP_DONT_SAVE; }
#ifdef HOOK_GAMEDLL
void Think_();
#endif
public:
void Spawn(entvars_t *pevOwner);
};
class CBloodSplat: public CBaseEntity {
public:
void Spawn(entvars_t *pevOwner);
void Spray();
};
class CBasePlayer: public CBaseMonster {
public:
virtual void Spawn();
virtual void Precache();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps();
virtual int Classify();
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual BOOL TakeHealth(float flHealth, int bitsDamageType);
virtual void Killed(entvars_t *pevAttacker, int iGib);
virtual void AddPoints(int score, BOOL bAllowNegativeScore);
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore);
virtual BOOL AddPlayerItem(CBasePlayerItem *pItem);
virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem);
virtual int GiveAmmo(int iAmount, char *szName, int iMax = -1);
virtual void StartSneaking() { m_tSneaking = gpGlobals->time - 1; }
#ifndef REGAMEDLL_FIXES
virtual void StopSneaking() { m_tSneaking = gpGlobals->time + 30; }
#else
virtual void UpdateOnRemove();
#endif
virtual BOOL IsSneaking() { return m_tSneaking <= gpGlobals->time; }
virtual BOOL IsAlive() { return (pev->deadflag == DEAD_NO && pev->health > 0.0f); }
virtual BOOL IsPlayer() { return (pev->flags & FL_SPECTATOR) != FL_SPECTATOR; }
virtual BOOL IsNetClient() { return TRUE; }
virtual const char *TeamID();
virtual BOOL FBecomeProne();
virtual Vector BodyTarget(const Vector &posSrc) { return Center() + pev->view_ofs * RANDOM_FLOAT(0.5, 1.1); }
virtual int Illumination();
virtual BOOL ShouldFadeOnDeath() { return FALSE; }
virtual void ResetMaxSpeed();
virtual void Jump();
virtual void Duck();
virtual void PreThink();
virtual void PostThink();
virtual Vector GetGunPosition();
virtual BOOL IsBot() { return FALSE; }
virtual void UpdateClientData();
virtual void ImpulseCommands();
virtual void RoundRespawn();
virtual Vector GetAutoaimVector(float flDelta);
virtual void Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
virtual void OnTouchingWeapon(CWeaponBox *pWeapon) { }
#if defined(REGAMEDLL_API) || defined(HOOK_GAMEDLL)
void Spawn_();
void Precache_();
int ObjectCaps_();
int Classify_();
int Save_(CSave &save);
int Restore_(CRestore &restore);
void TraceAttack_(entvars_t *pevAttacker, float flDamage, VectorRef vecDir, TraceResult *ptr, int bitsDamageType);
BOOL TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, FloatRef flDamage, int bitsDamageType);
BOOL TakeHealth_(float flHealth, int bitsDamageType);
void Killed_(entvars_t *pevAttacker, int iGib);
void AddPoints_(int score, BOOL bAllowNegativeScore);
void AddPointsToTeam_(int score, BOOL bAllowNegativeScore);
BOOL AddPlayerItem_(CBasePlayerItem *pItem);
BOOL RemovePlayerItem_(CBasePlayerItem *pItem);
int GiveAmmo_(int iAmount, char *szName, int iMax);
void ResetMaxSpeed_();
void Jump_();
void Duck_();
void PreThink_();
void PostThink_();
void UpdateClientData_();
void ImpulseCommands_();
void RoundRespawn_();
void Blind_(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
const char *TeamID_();
BOOL FBecomeProne_();
int Illumination_();
Vector GetGunPosition_();
Vector GetAutoaimVector_(float flDelta);
#endif
public:
static CBasePlayer *Instance(edict_t *pent) { return (CBasePlayer *)GET_PRIVATE(pent ? pent : ENT(0)); }
static CBasePlayer *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
static CBasePlayer *Instance(int offset) { return Instance(ENT(offset)); }
void SpawnClientSideCorpse();
void Observer_FindNextPlayer(bool bReverse, const char *name = NULL);
CBasePlayer *Observer_IsValidTarget(int iPlayerIndex, bool bSameTeam);
CBasePlayer *Observer_IsValidTarget_(int iPlayerIndex, bool bSameTeam);
void Disconnect();
void Observer_HandleButtons();
void Observer_SetMode(int iMode);
void Observer_CheckTarget();
void Observer_CheckProperties();
int IsObserver() { return pev->iuser1; }
void PlantC4();
void Radio(const char *msg_id, const char *msg_verbose = NULL, short pitch = 100, bool showIcon = true);
void Radio_(const char *msg_id, const char *msg_verbose = NULL, short pitch = 100, bool showIcon = true);
CBasePlayer *GetNextRadioRecipient(CBasePlayer *pStartPlayer);
void SmartRadio();
void ThrowWeapon(char *pszItemName);
void ThrowPrimary();
void AddAccount(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
void AddAccount_(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
void Disappear();
void Disappear_();
void MakeVIP();
void MakeVIP_();
bool CanPlayerBuy(bool display = false);
void SwitchTeam();
void TabulateAmmo();
void Pain(int iLastHitGroup, bool HasArmour);
BOOL IsBombGuy();
bool IsLookingAtPosition(Vector *pos, float angleTolerance = 20.0f);
void Reset();
void SetScoreboardAttributes(CBasePlayer *destination = NULL);
void RenewItems();
void PackDeadPlayerItems();
void GiveDefaultItems();
void GiveDefaultItems_();
void RemoveAllItems(BOOL removeSuit);
void SetBombIcon(BOOL bFlash = FALSE);
void SetProgressBarTime(int time);
void SetProgressBarTime2(int time, float timeElapsed);
void SetPlayerModel(BOOL HasC4);
bool SetClientUserInfoName(char *infobuffer, char *szNewName);
bool SetClientUserInfoName_(char *infobuffer, char *szNewName);
void SetClientUserInfoModel(char *infobuffer, char *szNewModel);
void SetClientUserInfoModel_api(char *infobuffer, char *szNewModel);
void SetNewPlayerModel(const char *modelName);
BOOL SwitchWeapon(CBasePlayerItem *pWeapon);
void CheckPowerups();
bool CanAffordPrimary();
bool CanAffordPrimaryAmmo();
bool CanAffordSecondaryAmmo();
bool CanAffordArmor();
bool CanAffordDefuseKit();
bool CanAffordGrenade();
bool NeedsPrimaryAmmo();
bool NeedsSecondaryAmmo();
bool NeedsArmor();
bool NeedsDefuseKit();
bool NeedsGrenade();
BOOL IsOnLadder();
BOOL FlashlightIsOn();
void FlashlightTurnOn();
void FlashlightTurnOff();
void UpdatePlayerSound();
void DeathSound();
void SetAnimation(PLAYER_ANIM playerAnim);
void SetAnimation_(PLAYER_ANIM playerAnim);
void SetWeaponAnimType(const char *szExtention) { Q_strcpy(m_szAnimExtention, szExtention); }
void CheatImpulseCommands(int iImpulse);
void StartDeathCam();
void StartObserver(Vector &vecPosition, Vector &vecViewAngle);
void StartObserver_(Vector &vecPosition, Vector &vecViewAngle);
void HandleSignals();
void DropPlayerItem(const char *pszItemName);
void DropPlayerItem_(const char *pszItemName);
bool HasPlayerItem(CBasePlayerItem *pCheckItem);
bool HasNamedPlayerItem(const char *pszItemName);
bool HasWeapons();
void SelectPrevItem(int iItem);
void SelectNextItem(int iItem);
void SelectLastItem();
void SelectItem(const char *pstr);
void ItemPreFrame();
void ItemPostFrame();
CBaseEntity *GiveNamedItem(const char *pszName);
CBaseEntity *GiveNamedItem_(const char *pszName);
CBaseEntity *GiveNamedItemEx(const char *pszName);
void EnableControl(BOOL fControl);
bool HintMessage(const char *pMessage, BOOL bDisplayIfPlayerDead = FALSE, BOOL bOverride = FALSE);
void SendAmmoUpdate();
void SendFOV(int fov);
void WaterMove();
void EXPORT PlayerDeathThink();
void PlayerUse();
void HostageUsed();
void JoiningThink();
void RemoveLevelText();
void MenuPrint(const char *msg);
void ResetMenu();
void SyncRoundTimer();
void CheckSuitUpdate();
void SetSuitUpdate(char *name = NULL, int fgroup = 0, int iNoRepeatTime = 0);
void UpdateGeigerCounter();
void CheckTimeBasedDamage();
void BarnacleVictimBitten(entvars_t *pevBarnacle);
void BarnacleVictimReleased();
static int GetAmmoIndex(const char *psz);
int AmmoInventory(int iAmmoIndex);
void ResetAutoaim();
Vector AutoaimDeflection(Vector &vecSrc, float flDist, float flDelta);
void ForceClientDllUpdate();
void DeathMessage(entvars_t *pevAttacker) {};
void SetCustomDecalFrames(int nFrames);
int GetCustomDecalFrames();
void InitStatusBar();
void UpdateStatusBar();
void StudioEstimateGait();
void StudioPlayerBlend(int *pBlend, float *pPitch);
void CalculatePitchBlend();
void CalculateYawBlend();
void StudioProcessGait();
void SendHostagePos();
void SendHostageIcons();
void ResetStamina();
BOOL IsArmored(int nHitGroup);
BOOL ShouldDoLargeFlinch(int nHitGroup, int nGunType);
void SetPrefsFromUserinfo(char *infobuffer);
void SendWeatherInfo();
void UpdateShieldCrosshair(bool draw);
bool HasShield();
bool IsProtectedByShield() { return HasShield() && m_bShieldDrawn; }
void RemoveShield();
void DropShield(bool bDeploy = true);
void DropShield_(bool bDeploy = true);
void GiveShield(bool bDeploy = true);
void GiveShield_(bool bDeploy = true);
bool IsHittingShield(Vector &vecDirection, TraceResult *ptr);
bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot);
bool IsReloading() const;
bool IsBlind() const { return (m_blindUntilTime > gpGlobals->time); }
bool IsAutoFollowAllowed() const { return (gpGlobals->time > m_allowAutoFollowTime); }
void InhibitAutoFollow(float duration) { m_allowAutoFollowTime = gpGlobals->time + duration; }
void AllowAutoFollow() { m_allowAutoFollowTime = 0; }
void ClearAutoBuyData();
void AddAutoBuyData(const char *str);
void AutoBuy();
void ClientCommand(const char *cmd, const char *arg1 = NULL, const char *arg2 = NULL, const char *arg3 = NULL);
void PrioritizeAutoBuyString(char *autobuyString, const char *priorityString);
const char *PickPrimaryCareerTaskWeapon();
const char *PickSecondaryCareerTaskWeapon();
const char *PickFlashKillWeaponString();
const char *PickGrenadeKillWeaponString();
bool ShouldExecuteAutoBuyCommand(AutoBuyInfoStruct *commandInfo, bool boughtPrimary, bool boughtSecondary);
void PostAutoBuyCommandProcessing(AutoBuyInfoStruct *commandInfo, bool &boughtPrimary, bool &boughtSecondary);
void ParseAutoBuyString(const char *string, bool &boughtPrimary, bool &boughtSecondary);
AutoBuyInfoStruct *GetAutoBuyCommandInfo(const char *command);
void InitRebuyData(const char *str);
void BuildRebuyStruct();
void Rebuy();
void RebuyPrimaryWeapon();
void RebuyPrimaryAmmo();
void RebuySecondaryWeapon();
void RebuySecondaryAmmo();
void RebuyHEGrenade();
void RebuyFlashbang();
void RebuySmokeGrenade();
void RebuyDefuser();
void RebuyNightVision();
void RebuyArmor();
void UpdateLocation(bool forceUpdate = false);
void SetObserverAutoDirector(bool val) { m_bObserverAutoDirector = val; }
bool IsObservingPlayer(CBasePlayer *pPlayer);
bool CanSwitchObserverModes() const { return m_canSwitchObserverModes; }
void SendItemStatus();
edict_t *EntSelectSpawnPoint();
void SetScoreAttrib(CBasePlayer *dest);
void ReloadWeapons(CBasePlayerItem *pWeapon = nullptr, bool bForceReload = false, bool bForceRefill = false);
void TeamChangeUpdate();
bool HasRestrictItem(ItemID item, ItemRestType type);
bool HasRestrictItem_(ItemID item, ItemRestType type);
void DropSecondary();
void DropPrimary();
void OnSpawnEquip(bool addDefault = true, bool equipGame = true);
void OnSpawnEquip_(bool addDefault = true, bool equipGame = true);
void RemoveBomb();
void HideTimer();
bool MakeBomber();
bool MakeBomber_();
bool GetIntoGame();
bool GetIntoGame_();
CBasePlayerItem *GetItemByName(const char *itemName);
CBasePlayerItem *GetItemById(WeaponIdType weaponID);
#ifdef REGAMEDLL_API
CCSPlayer *CSPlayer() const;
#endif
// templates
template<typename Functor>
CBasePlayerItem *ForEachItem(int slot, const Functor &func)
{
auto item = m_rgpPlayerItems[ slot ];
while (item)
{
if (func(item))
return item;
item = item->m_pNext;
}
return nullptr;
}
template<typename Functor>
CBasePlayerItem *ForEachItem(const Functor &func)
{
for (auto item : m_rgpPlayerItems)
{
while (item)
{
if (func(item))
return item;
item = item->m_pNext;
}
}
return nullptr;
}
public:
enum { MaxLocationLen = 32 };
int random_seed;
unsigned short m_usPlayerBleed;
EHANDLE m_hObserverTarget;
float m_flNextObserverInput;
int m_iObserverWeapon;
int m_iObserverC4State;
bool m_bObserverHasDefuser;
int m_iObserverLastMode;
float m_flFlinchTime;
float m_flAnimTime;
bool m_bHighDamage;
float m_flVelocityModifier;
int m_iLastZoom;
bool m_bResumeZoom;
float m_flEjectBrass;
ArmorType m_iKevlar;
bool m_bNotKilled;
TeamName m_iTeam;
int m_iAccount;
bool m_bHasPrimary;
float m_flDeathThrowTime;
int m_iThrowDirection;
float m_flLastTalk;
bool m_bJustConnected;
bool m_bContextHelp;
JoinState m_iJoiningState;
CBaseEntity *m_pIntroCamera;
float m_fIntroCamTime;
float m_fLastMovement;
bool m_bMissionBriefing;
bool m_bTeamChanged;
ModelName m_iModelName;
int m_iTeamKills;
int m_iIgnoreGlobalChat;
bool m_bHasNightVision;
bool m_bNightVisionOn;
Vector m_vRecentPath[MAX_RECENT_PATH];
float m_flIdleCheckTime;
float m_flRadioTime;
int m_iRadioMessages;
bool m_bIgnoreRadio;
bool m_bHasC4;
bool m_bHasDefuser;
bool m_bKilledByBomb;
Vector m_vBlastVector;
bool m_bKilledByGrenade;
CHintMessageQueue m_hintMessageQueue;
int m_flDisplayHistory;
_Menu m_iMenu;
int m_iChaseTarget;
CBaseEntity *m_pChaseTarget;
float m_fCamSwitch;
bool m_bEscaped;
bool m_bIsVIP;
float m_tmNextRadarUpdate;
Vector m_vLastOrigin;
int m_iCurrentKickVote;
float m_flNextVoteTime;
bool m_bJustKilledTeammate;
int m_iHostagesKilled;
int m_iMapVote;
bool m_bCanShoot;
float m_flLastFired;
float m_flLastAttackedTeammate;
bool m_bHeadshotKilled;
bool m_bPunishedForTK;
bool m_bReceivesNoMoneyNextRound;
int m_iTimeCheckAllowed;
bool m_bHasChangedName;
char m_szNewName[MAX_PLAYER_NAME_LENGTH];
bool m_bIsDefusing;
float m_tmHandleSignals;
CUnifiedSignals m_signals;
edict_t *m_pentCurBombTarget;
int m_iPlayerSound;
int m_iTargetVolume;
int m_iWeaponVolume;
int m_iExtraSoundTypes;
int m_iWeaponFlash;
float m_flStopExtraSoundTime;
float m_flFlashLightTime;
int m_iFlashBattery;
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
edict_t *m_pentSndLast;
float m_flSndRoomtype;
float m_flSndRange;
float m_flFallVelocity;
int m_rgItems[MAX_ITEMS];
int m_fNewAmmo;
unsigned int m_afPhysicsFlags;
float m_fNextSuicideTime;
float m_flTimeStepSound;
float m_flTimeWeaponIdle;
float m_flSwimTime;
float m_flDuckTime;
float m_flWallJumpTime;
float m_flSuitUpdate;
int m_rgSuitPlayList[CSUITPLAYLIST];
int m_iSuitPlayNext;
int m_rgiSuitNoRepeat[CSUITNOREPEAT];
float m_rgflSuitNoRepeatTime[CSUITNOREPEAT];
int m_lastDamageAmount;
float m_tbdPrev;
float m_flgeigerRange;
float m_flgeigerDelay;
int m_igeigerRangePrev;
int m_iStepLeft;
char m_szTextureName[CBTEXTURENAMEMAX];
char m_chTextureType;
int m_idrowndmg;
int m_idrownrestored;
int m_bitsHUDDamage;
BOOL m_fInitHUD;
BOOL m_fGameHUDInitialized;
int m_iTrain;
BOOL m_fWeapon;
EHANDLE m_pTank;
float m_fDeadTime;
BOOL m_fNoPlayerSound;
BOOL m_fLongJump;
float m_tSneaking;
int m_iUpdateTime;
int m_iClientHealth;
int m_iClientBattery;
int m_iHideHUD;
int m_iClientHideHUD;
int m_iFOV;
int m_iClientFOV;
int m_iNumSpawns;
CBaseEntity *m_pObserver;
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
CBasePlayerItem *m_pActiveItem;
CBasePlayerItem *m_pClientActiveItem;
CBasePlayerItem *m_pLastItem;
int m_rgAmmo[MAX_AMMO_SLOTS];
int m_rgAmmoLast[MAX_AMMO_SLOTS];
Vector m_vecAutoAim;
BOOL m_fOnTarget;
int m_iDeaths;
int m_izSBarState[SBAR_END];
float m_flNextSBarUpdateTime;
float m_flStatusBarDisappearDelay;
char m_SbarString0[SBAR_STRING_SIZE];
int m_lastx;
int m_lasty;
int m_nCustomSprayFrames;
float m_flNextDecalTime;
char m_szTeamName[TEAM_NAME_LENGTH];
static TYPEDESCRIPTION IMPL(m_playerSaveData)[40];
/*protected:*/
int m_modelIndexPlayer;
char m_szAnimExtention[32];
int m_iGaitsequence;
float m_flGaitframe;
float m_flGaityaw;
Vector m_prevgaitorigin;
float m_flPitch;
float m_flYaw;
float m_flGaitMovement;
int m_iAutoWepSwitch;
bool m_bVGUIMenus;
bool m_bShowHints;
bool m_bShieldDrawn;
bool m_bOwnsShield;
bool m_bWasFollowing;
float m_flNextFollowTime;
float m_flYawModifier;
float m_blindUntilTime;
float m_blindStartTime;
float m_blindHoldTime;
float m_blindFadeTime;
int m_blindAlpha;
float m_allowAutoFollowTime;
char m_autoBuyString[MAX_AUTOBUY_LENGTH];
char *m_rebuyString;
RebuyStruct m_rebuyStruct;
bool m_bIsInRebuy;
float m_flLastUpdateTime;
char m_lastLocation[MaxLocationLen];
float m_progressStart;
float m_progressEnd;
bool m_bObserverAutoDirector;
bool m_canSwitchObserverModes;
float m_heartBeatTime;
float m_intenseTimestamp;
float m_silentTimestamp;
MusicState m_musicState;
float m_flLastCommandTime[COMMANDS_TO_TRACK];
};
class CWShield: public CBaseEntity
{
public:
virtual void Spawn();
virtual void EXPORT Touch(CBaseEntity *pOther);
#ifdef HOOK_GAMEDLL
void Spawn_();
void Touch_(CBaseEntity *pOther);
#endif
public:
void SetCantBePickedUpByUser(CBaseEntity *pEntity, float time)
{
m_hEntToIgnoreTouchesFrom = pEntity;
m_flTimeToIgnoreTouches = gpGlobals->time + time;
}
public:
EHANDLE m_hEntToIgnoreTouchesFrom;
float m_flTimeToIgnoreTouches;
};
inline bool CBasePlayer::IsReloading() const
{
CBasePlayerWeapon *weapon = static_cast<CBasePlayerWeapon *>(m_pActiveItem);
if (weapon && weapon->m_fInReload)
return true;
return false;
}
#ifdef REGAMEDLL_API
inline CCSPlayer *CBasePlayer::CSPlayer() const {
return reinterpret_cast<CCSPlayer *>(this->m_pEntity);
}
#endif
#ifdef REGAMEDLL_FIXES
// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected otherwise returns NULL
// Index is 1 based
inline CBasePlayer *UTIL_PlayerByIndex(int playerIndex)
{
return (CBasePlayer *)GET_PRIVATE(INDEXENT(playerIndex));
}
#endif
inline CBasePlayer *UTIL_PlayerByIndexSafe(int playerIndex)
{
CBasePlayer *player = nullptr;
if (likely(playerIndex > 0 && playerIndex <= gpGlobals->maxClients))
player = UTIL_PlayerByIndex(playerIndex);
return player;
}
extern int gEvilImpulse101;
extern entvars_t *g_pevLastInflictor;
extern CBaseEntity *g_pLastSpawn;
extern CBaseEntity *g_pLastCTSpawn;
extern CBaseEntity *g_pLastTerroristSpawn;
extern BOOL gInitHUD;
extern cvar_t *sv_aim;
extern int giPrecacheGrunt;
extern int gmsgWeapPickup;
extern int gmsgHudText;
extern int gmsgHudTextArgs;
extern int gmsgShake;
extern int gmsgFade;
extern int gmsgFlashlight;
extern int gmsgFlashBattery;
extern int gmsgResetHUD;
extern int gmsgInitHUD;
extern int gmsgViewMode;
extern int gmsgShowGameTitle;
extern int gmsgCurWeapon;
extern int gmsgHealth;
extern int gmsgDamage;
extern int gmsgBattery;
extern int gmsgTrain;
extern int gmsgLogo;
extern int gmsgWeaponList;
extern int gmsgAmmoX;
extern int gmsgDeathMsg;
extern int gmsgScoreAttrib;
extern int gmsgScoreInfo;
extern int gmsgTeamInfo;
extern int gmsgTeamScore;
extern int gmsgGameMode;
extern int gmsgMOTD;
extern int gmsgServerName;
extern int gmsgAmmoPickup;
extern int gmsgItemPickup;
extern int gmsgHideWeapon;
extern int gmsgSayText;
extern int gmsgTextMsg;
extern int gmsgSetFOV;
extern int gmsgShowMenu;
extern int gmsgSendAudio;
extern int gmsgRoundTime;
extern int gmsgMoney;
extern int gmsgBlinkAcct;
extern int gmsgArmorType;
extern int gmsgStatusValue;
extern int gmsgStatusText;
extern int gmsgStatusIcon;
extern int gmsgBarTime;
extern int gmsgReloadSound;
extern int gmsgCrosshair;
extern int gmsgNVGToggle;
extern int gmsgRadar;
extern int gmsgSpectator;
extern int gmsgVGUIMenu;
extern int gmsgCZCareer;
extern int gmsgCZCareerHUD;
extern int gmsgTaskTime;
extern int gmsgTutorText;
extern int gmsgTutorLine;
extern int gmsgShadowIdx;
extern int gmsgTutorState;
extern int gmsgTutorClose;
extern int gmsgAllowSpec;
extern int gmsgBombDrop;
extern int gmsgBombPickup;
extern int gmsgHostagePos;
extern int gmsgHostageK;
extern int gmsgGeigerRange;
extern int gmsgSendCorpse;
extern int gmsgHLTV;
extern int gmsgSpecHealth;
extern int gmsgForceCam;
extern int gmsgADStop;
extern int gmsgReceiveW;
extern int gmsgScenarioIcon;
extern int gmsgBotVoice;
extern int gmsgBuyClose;
extern int gmsgItemStatus;
extern int gmsgLocation;
extern int gmsgSpecHealth2;
extern int gmsgBarTime2;
extern int gmsgBotProgress;
extern int gmsgBrass;
extern int gmsgFog;
extern int gmsgShowTimer;
void OLD_CheckBuyZone(CBasePlayer *player);
void OLD_CheckBombTarget(CBasePlayer *player);
void OLD_CheckRescueZone(CBasePlayer *player);
void BuyZoneIcon_Set(CBasePlayer *player);
void BuyZoneIcon_Clear(CBasePlayer *player);
void BombTargetFlash_Set(CBasePlayer *player);
void BombTargetFlash_Clear(CBasePlayer *player);
void RescueZoneIcon_Set(CBasePlayer *player);
void RescueZoneIcon_Clear(CBasePlayer *player);
void EscapeZoneIcon_Set(CBasePlayer *player);
void EscapeZoneIcon_Clear(CBasePlayer *player);
void EscapeZoneIcon_Set(CBasePlayer *player);
void EscapeZoneIcon_Clear(CBasePlayer *player);
void VIP_SafetyZoneIcon_Set(CBasePlayer *player);
void VIP_SafetyZoneIcon_Clear(CBasePlayer *player);
void LinkUserMessages();
void WriteSigonMessages();
void SendItemStatus(CBasePlayer *pPlayer);
const char *GetCSModelName(int item_id);
Vector VecVelocityForDamage(float flDamage);
int TrainSpeed(int iSpeed, int iMax);
const char *GetWeaponName(entvars_t *pevInflictor, entvars_t *pKiller);
void LogAttack(CBasePlayer *pAttacker, CBasePlayer *pVictim, int teamAttack, int healthHit, int armorHit, int newHealth, int newArmor, const char *killer_weapon_name);
void packPlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo);
bool CanSeeUseable(CBasePlayer *me, CBaseEntity *entity);
void FixPlayerCrouchStuck(edict_t *pPlayer);
BOOL IsSpawnPointValid(CBaseEntity *pPlayer, CBaseEntity *pSpot);
void InitZombieSpawns();
CBaseEntity *FindZombieSpawn(CBaseEntity *player, bool forceSpawn);
CBaseEntity *FindEntityForward(CBaseEntity *pMe);
float_precision GetPlayerPitch(const edict_t *pEdict);
float_precision GetPlayerYaw(const edict_t *pEdict);
int GetPlayerGaitsequence(const edict_t *pEdict);
const char *GetBuyStringForWeaponClass(int weaponClass);
bool IsPrimaryWeaponClass(int classId);
bool IsPrimaryWeaponId(int id);
bool IsSecondaryWeaponClass(int classId);
bool IsSecondaryWeaponId(int id);
const char *GetWeaponAliasFromName(const char *weaponName);
bool CurrentWeaponSatisfies(CBasePlayerWeapon *pWeapon, int id, int classId);
#endif // PLAYER_H