mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
1144 lines
32 KiB
C++
1144 lines
32 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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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 "hintmessage.h"
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#define MAX_BUFFER_MENU 175//?
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#define MAX_BUFFER_MENU_BRIEFING 50
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#define MAX_PLAYER_NAME_LENGTH 32
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#define MAX_AUTOBUY_LENGTH 256
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#define MAX_REBUY_LENGTH 256
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#define MAX_RECENT_PATH 20
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#define SUITUPDATETIME 3.5
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#define SUITFIRSTUPDATETIME 0.1
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#define PLAYER_FATAL_FALL_SPEED 1100.0f
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#define PLAYER_MAX_SAFE_FALL_SPEED 500.0f
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#define PLAYER_SEARCH_RADIUS 64.0f
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#define ARMOR_RATIO 0.5 // Armor Takes 50% of the damage
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#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
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#define FLASH_DRAIN_TIME 1.2 // 100 units/3 minutes
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#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
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// damage per unit per second.
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#define DAMAGE_FOR_FALL_SPEED 100.0f / (PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED)
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#define PLAYER_MIN_BOUNCE_SPEED 350.0f
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// won't punch player's screen/make scrape noise unless player falling at least this fast.
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#define PLAYER_FALL_PUNCH_THRESHHOLD 250.0f
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// Money blinks few of times on the freeze period
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// NOTE: It works for CZ
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#define MONEY_BLINK_AMOUNT 30
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#define PFLAG_ONLADDER (1<<0)
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#define PFLAG_ONSWING (1<<0)
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#define PFLAG_ONTRAIN (1<<1)
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#define PFLAG_ONBARNACLE (1<<2)
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#define PFLAG_DUCKING (1<<3)
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#define PFLAG_USING (1<<4)
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#define PFLAG_OBSERVER (1<<5)
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#define TRAIN_OFF 0x00
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#define TRAIN_NEUTRAL 0x01
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#define TRAIN_SLOW 0x02
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#define TRAIN_MEDIUM 0x03
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#define TRAIN_FAST 0x04
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#define TRAIN_BACK 0x05
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#define TRAIN_ACTIVE 0x80
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#define TRAIN_NEW 0xc0
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#define SIGNAL_BUY (1<<0)
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#define SIGNAL_BOMB (1<<1)
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#define SIGNAL_RESCUE (1<<2)
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#define SIGNAL_ESCAPE (1<<3)
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#define SIGNAL_VIPSAFETY (1<<4)
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#define IGNOREMSG_NONE 0
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#define IGNOREMSG_ENEMY 1
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#define IGNOREMSG_TEAM 2
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// max of 4 suit sentences queued up at any time
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#define CSUITPLAYLIST 4
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#define SUIT_GROUP TRUE
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#define SUIT_SENTENCE FALSE
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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 TEAM_NAME_LENGTH 16
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#define MAX_ID_RANGE 2048.0f
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#define MAX_SPECTATOR_ID_RANGE 8192.0f
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#define SBAR_STRING_SIZE 128
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#define SBAR_TARGETTYPE_TEAMMATE 1
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#define SBAR_TARGETTYPE_ENEMY 2
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#define SBAR_TARGETTYPE_HOSTAGE 3
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#define CHAT_INTERVAL 1.0f
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#define CSUITNOREPEAT 32
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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 SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
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#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
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typedef enum
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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PLAYER_JUMP,
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PLAYER_SUPERJUMP,
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PLAYER_DIE,
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PLAYER_ATTACK1,
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PLAYER_ATTACK2,
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PLAYER_FLINCH,
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PLAYER_LARGE_FLINCH,
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PLAYER_RELOAD,
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PLAYER_HOLDBOMB
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} PLAYER_ANIM;
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typedef enum
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{
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Menu_OFF,
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Menu_ChooseTeam,
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Menu_IGChooseTeam,
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Menu_ChooseAppearance,
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Menu_Buy,
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Menu_BuyPistol,
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Menu_BuyRifle,
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Menu_BuyMachineGun,
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Menu_BuyShotgun,
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Menu_BuySubMachineGun,
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Menu_BuyItem,
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Menu_Radio1,
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Menu_Radio2,
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Menu_Radio3,
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Menu_ClientBuy
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} _Menu;
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typedef enum
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{
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UNASSIGNED,
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TERRORIST,
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CT,
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SPECTATOR,
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} TeamName;
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typedef enum
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{
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MODEL_UNASSIGNED,
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MODEL_URBAN,
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MODEL_TERROR,
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MODEL_LEET,
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MODEL_ARCTIC,
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MODEL_GSG9,
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MODEL_GIGN,
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MODEL_SAS,
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MODEL_GUERILLA,
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MODEL_VIP,
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MODEL_MILITIA,
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MODEL_SPETSNAZ
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} ModelName;
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typedef enum
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{
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JOINED,
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SHOWLTEXT,
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READINGLTEXT,
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SHOWTEAMSELECT,
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PICKINGTEAM,
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GETINTOGAME
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} JoinState;
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typedef enum
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{
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CMD_SAY = 0,
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CMD_SAYTEAM,
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CMD_FULLUPDATE,
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CMD_VOTE,
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CMD_VOTEMAP,
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CMD_LISTMAPS,
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CMD_LISTPLAYERS,
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CMD_NIGHTVISION,
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COMMANDS_TO_TRACK,
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} TrackCommands;
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typedef struct
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{
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int m_primaryWeapon;
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int m_primaryAmmo;
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int m_secondaryWeapon;
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int m_secondaryAmmo;
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int m_heGrenade;
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int m_flashbang;
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int m_smokeGrenade;
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int m_defuser;
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int m_nightVision;
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int m_armor;
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} RebuyStruct;
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typedef enum
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{
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THROW_NONE,
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THROW_FORWARD,
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THROW_BACKWARD,
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THROW_HITVEL,
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THROW_BOMB,
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THROW_GRENADE,
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THROW_HITVEL_MINUS_AIRVEL
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} ThrowDirection;
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enum sbar_data
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{
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SBAR_ID_TARGETTYPE = 1,
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SBAR_ID_TARGETNAME,
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SBAR_ID_TARGETHEALTH,
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SBAR_END
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};
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typedef enum
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{
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SILENT,
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CALM,
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INTENSE
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} MusicState;
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struct WeaponStruct
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{
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int m_type;
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int m_price;
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int m_side;
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int m_slot;
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int m_ammoPrice;
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};/* size: 20, cachelines: 1, members: 5 */
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#define DEFINE_WEAPON(m_wpnid, m_cost, m_slotnum, m_acost)\
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{ m_wpnid, m_cost, 3, m_slotnum, m_acost }
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#ifdef HOOK_GAMEDLL
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#define m_szPoses (*pm_szPoses)
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#define g_weaponStruct (*pg_weaponStruct)
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#define gEvilImpulse101 (*pgEvilImpulse101)
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#define g_szMapBriefingText (*pg_szMapBriefingText)
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#define g_pevLastInflictor (*pg_pevLastInflictor)
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#define g_pLastSpawn (*pg_pLastSpawn)
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#define g_pLastCTSpawn (*pg_pLastCTSpawn)
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#define g_pLastTerroristSpawn (*pg_pLastTerroristSpawn)
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#define gInitHUD (*pgInitHUD)
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#define sv_aim (*psv_aim)
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#define zombieSpawnCount (*pzombieSpawnCount)
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#define zombieSpawn (*pzombieSpawn)
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#define g_pSelectedZombieSpawn (*pg_pSelectedZombieSpawn)
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#define giPrecacheGrunt (*pgiPrecacheGrunt)
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#define gmsgWeapPickup (*pgmsgWeapPickup)
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#define gmsgHudText (*pgmsgHudText)
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#define gmsgHudTextArgs (*pgmsgHudTextArgs)
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#define gmsgShake (*pgmsgShake)
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#define gmsgFade (*pgmsgFade)
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#define gmsgFlashlight (*pgmsgFlashlight)
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#define gmsgFlashBattery (*pgmsgFlashBattery)
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#define gmsgResetHUD (*pgmsgResetHUD)
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#define gmsgInitHUD (*pgmsgInitHUD)
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#define gmsgViewMode (*pgmsgViewMode)
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#define gmsgShowGameTitle (*pgmsgShowGameTitle)
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#define gmsgCurWeapon (*pgmsgCurWeapon)
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#define gmsgHealth (*pgmsgHealth)
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#define gmsgDamage (*pgmsgDamage)
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#define gmsgBattery (*pgmsgBattery)
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#define gmsgTrain (*pgmsgTrain)
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#define gmsgLogo (*pgmsgLogo)
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#define gmsgWeaponList (*pgmsgWeaponList)
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#define gmsgAmmoX (*pgmsgAmmoX)
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#define gmsgDeathMsg (*pgmsgDeathMsg)
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#define gmsgScoreAttrib (*pgmsgScoreAttrib)
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#define gmsgScoreInfo (*pgmsgScoreInfo)
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#define gmsgTeamInfo (*pgmsgTeamInfo)
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#define gmsgTeamScore (*pgmsgTeamScore)
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#define gmsgGameMode (*pgmsgGameMode)
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#define gmsgMOTD (*pgmsgMOTD)
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#define gmsgServerName (*pgmsgServerName)
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#define gmsgAmmoPickup (*pgmsgAmmoPickup)
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#define gmsgItemPickup (*pgmsgItemPickup)
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#define gmsgHideWeapon (*pgmsgHideWeapon)
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#define gmsgSayText (*pgmsgSayText)
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#define gmsgTextMsg (*pgmsgTextMsg)
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#define gmsgSetFOV (*pgmsgSetFOV)
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#define gmsgShowMenu (*pgmsgShowMenu)
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#define gmsgSendAudio (*pgmsgSendAudio)
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#define gmsgRoundTime (*pgmsgRoundTime)
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#define gmsgMoney (*pgmsgMoney)
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#define gmsgBlinkAcct (*pgmsgBlinkAcct)
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#define gmsgArmorType (*pgmsgArmorType)
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#define gmsgStatusValue (*pgmsgStatusValue)
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#define gmsgStatusText (*pgmsgStatusText)
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#define gmsgStatusIcon (*pgmsgStatusIcon)
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#define gmsgBarTime (*pgmsgBarTime)
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#define gmsgReloadSound (*pgmsgReloadSound)
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#define gmsgCrosshair (*pgmsgCrosshair)
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#define gmsgNVGToggle (*pgmsgNVGToggle)
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#define gmsgRadar (*pgmsgRadar)
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#define gmsgSpectator (*pgmsgSpectator)
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#define gmsgVGUIMenu (*pgmsgVGUIMenu)
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#define gmsgCZCareer (*pgmsgCZCareer)
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#define gmsgCZCareerHUD (*pgmsgCZCareerHUD)
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#define gmsgTaskTime (*pgmsgTaskTime)
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#define gmsgTutorText (*pgmsgTutorText)
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#define gmsgTutorLine (*pgmsgTutorLine)
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#define gmsgShadowIdx (*pgmsgShadowIdx)
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#define gmsgTutorState (*pgmsgTutorState)
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#define gmsgTutorClose (*pgmsgTutorClose)
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#define gmsgAllowSpec (*pgmsgAllowSpec)
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#define gmsgBombDrop (*pgmsgBombDrop)
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#define gmsgBombPickup (*pgmsgBombPickup)
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#define gmsgHostagePos (*pgmsgHostagePos)
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#define gmsgHostageK (*pgmsgHostageK)
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#define gmsgGeigerRange (*pgmsgGeigerRange)
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#define gmsgSendCorpse (*pgmsgSendCorpse)
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#define gmsgHLTV (*pgmsgHLTV)
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#define gmsgSpecHealth (*pgmsgSpecHealth)
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#define gmsgForceCam (*pgmsgForceCam)
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#define gmsgADStop (*pgmsgADStop)
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#define gmsgReceiveW (*pgmsgReceiveW)
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#define gmsgScenarioIcon (*pgmsgScenarioIcon)
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#define gmsgBotVoice (*pgmsgBotVoice)
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#define gmsgBuyClose (*pgmsgBuyClose)
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#define gmsgItemStatus (*pgmsgItemStatus)
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#define gmsgLocation (*pgmsgLocation)
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#define gmsgSpecHealth2 (*pgmsgSpecHealth2)
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#define gmsgBarTime2 (*pgmsgBarTime2)
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#define gmsgBotProgress (*pgmsgBotProgress)
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#define gmsgBrass (*pgmsgBrass)
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#define gmsgFog (*pgmsgFog)
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#define gmsgShowTimer (*pgmsgShowTimer)
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#endif // HOOK_GAMEDLL
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/* <14efbf> ../cstrike/dlls/player.cpp:9418 */
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class CStripWeapons: public CPointEntity
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{
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public:
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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};/* size: 152, cachelines: 3, members: 1 */
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/* <14f06c> ../cstrike/dlls/player.cpp:9543 */
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class CInfoIntermission: public CPointEntity
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{
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public:
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virtual void Spawn(void);
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virtual void Think(void);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Think_(void);
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#endif // HOOK_GAMEDLL
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};/* size: 152, cachelines: 3, members: 1 */
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/* <14ef4d> ../cstrike/dlls/player.cpp:9361 */
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class CDeadHEV: public CBaseMonster
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{
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public:
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virtual void Spawn(void);
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Classify(void);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void KeyValue_(KeyValueData *pkvd);
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int Classify_(void);
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#endif // HOOK_GAMEDLL
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public:
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int m_iPose;
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static char *m_szPoses[4];
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};/* size: 408, cachelines: 7, members: 3 */
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/* <14ee80> ../cstrike/dlls/player.cpp:7001 */
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class CSprayCan: public CBaseEntity
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{
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public:
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virtual void Think(void);
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virtual int ObjectCaps(void)
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{
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return FCAP_DONT_SAVE;
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}
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#ifdef HOOK_GAMEDLL
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void Think_(void);
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#endif // HOOK_GAMEDLL
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public:
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void Spawn(entvars_t *pevOwner);
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};/* size: 152, cachelines: 3, members: 1 */
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/* <14eea3> ../cstrike/dlls/player.cpp:7057 */
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class CBloodSplat: public CBaseEntity
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{
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public:
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void Spawn(entvars_t *pevOwner);
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void Spray(void);
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};/* size: 152, cachelines: 3, members: 1 */
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/* <48ed5e> ../cstrike/dlls/player.h:250 */
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class CBasePlayer: public CBaseMonster
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps(void)
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{
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return (CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
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}
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virtual int Classify(void);
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual int TakeHealth(float flHealth, int bitsDamageType);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual void AddPoints(int score, BOOL bAllowNegativeScore);
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virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore);
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virtual BOOL AddPlayerItem(CBasePlayerItem *pItem);
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virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem);
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virtual int GiveAmmo(int iAmount, char *szName, int iMax);
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virtual void StartSneaking(void)
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{
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m_tSneaking = gpGlobals->time - 1;
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}
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virtual void StopSneaking(void)
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{
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m_tSneaking = gpGlobals->time + 30;
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}
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virtual BOOL IsSneaking(void)
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{
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return m_tSneaking <= gpGlobals->time;
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}
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virtual BOOL IsAlive(void)
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{
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return (pev->deadflag == DEAD_NO && pev->health > 0.0f);
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}
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virtual BOOL IsPlayer(void)
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{
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return (pev->flags & FL_SPECTATOR) != FL_SPECTATOR;
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}
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virtual BOOL IsNetClient(void)
|
|
{
|
|
return TRUE;
|
|
}
|
|
virtual const char *TeamID(void);
|
|
virtual BOOL FBecomeProne(void);
|
|
virtual Vector BodyTarget(const Vector &posSrc)
|
|
{
|
|
return Center() + pev->view_ofs * RANDOM_FLOAT(0.5, 1.1);
|
|
}
|
|
virtual int Illumination(void);
|
|
virtual BOOL ShouldFadeOnDeath(void)
|
|
{
|
|
return FALSE;
|
|
}
|
|
virtual void ResetMaxSpeed(void);
|
|
virtual void Jump(void);
|
|
virtual void Duck(void);
|
|
virtual void PreThink(void);
|
|
virtual void PostThink(void);
|
|
virtual Vector GetGunPosition(void);
|
|
virtual BOOL IsBot(void)
|
|
{
|
|
return FALSE;
|
|
}
|
|
virtual void UpdateClientData(void);
|
|
virtual void ImpulseCommands(void);
|
|
virtual void RoundRespawn(void);
|
|
virtual Vector GetAutoaimVector(float flDelta);
|
|
virtual void Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
|
|
virtual void OnTouchingWeapon(CWeaponBox *pWeapon)
|
|
{
|
|
;
|
|
}
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_(void);
|
|
void Precache_(void);
|
|
int Save_(CSave &save);
|
|
int Restore_(CRestore &restore);
|
|
int Classify_(void);
|
|
void TraceAttack_(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
|
int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
|
|
int 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);
|
|
const char *TeamID_(void);
|
|
BOOL FBecomeProne_(void);
|
|
int Illumination_(void);
|
|
void ResetMaxSpeed_(void);
|
|
void Jump_(void);
|
|
void Duck_(void);
|
|
void PreThink_(void);
|
|
void PostThink_(void);
|
|
Vector GetGunPosition_(void);
|
|
void UpdateClientData_(void);
|
|
void ImpulseCommands_(void);
|
|
void RoundRespawn_(void);
|
|
Vector GetAutoaimVector_(float flDelta);
|
|
void Blind_(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
public:
|
|
void SpawnClientSideCorpse(void);
|
|
void Observer_FindNextPlayer(bool bReverse, const char *name = NULL);
|
|
CBaseEntity *Observer_IsValidTarget(int iPlayerIndex, bool bSameTeam);
|
|
void Observer_HandleButtons(void);
|
|
void Observer_SetMode(int iMode);
|
|
void Observer_CheckTarget(void);
|
|
void Observer_CheckProperties(void);
|
|
int IsObserver(void)
|
|
{
|
|
return pev->iuser1;
|
|
}
|
|
NOXREF void PlantC4(void);
|
|
void Radio(const char *msg_id, const char *msg_verbose, short pitch = 100, bool showIcon = true);
|
|
NOXREF CBasePlayer *GetNextRadioRecipient(CBasePlayer *pStartPlayer);
|
|
void SmartRadio(void);
|
|
NOXREF void ThrowWeapon(char *pszItemName);
|
|
NOXREF void ThrowPrimary(void);
|
|
void AddAccount(int amount, bool bTrackChange = true);
|
|
void Disappear(void);
|
|
void MakeVIP(void);
|
|
bool CanPlayerBuy(bool display = false);
|
|
void SwitchTeam(void);
|
|
void TabulateAmmo(void);
|
|
void Pain(int m_LastHitGroup, bool HasArmour);
|
|
BOOL IsBombGuy(void);
|
|
bool IsLookingAtPosition(Vector *pos, float angleTolerance = 20.0f);
|
|
void Reset();
|
|
void SetScoreboardAttributes(CBasePlayer *destination = NULL);
|
|
NOXREF void RenewItems(void);
|
|
void PackDeadPlayerItems(void);
|
|
void GiveDefaultItems(void);
|
|
void RemoveAllItems(BOOL removeSuit);
|
|
void SetBombIcon(BOOL bFlash = FALSE);
|
|
void SetProgressBarTime(int time);
|
|
void SetProgressBarTime2(int time, float timeElapsed);
|
|
void SetPlayerModel(BOOL HasC4);
|
|
void SetNewPlayerModel(const char *modelName);
|
|
BOOL SwitchWeapon(CBasePlayerItem *pWeapon);
|
|
void CheckPowerups(entvars_t *pev);
|
|
bool CanAffordPrimary(void);
|
|
bool CanAffordPrimaryAmmo(void);
|
|
bool CanAffordSecondaryAmmo(void);
|
|
bool CanAffordArmor(void);
|
|
bool CanAffordDefuseKit(void);
|
|
bool CanAffordGrenade(void);
|
|
bool NeedsPrimaryAmmo(void);
|
|
bool NeedsSecondaryAmmo(void);
|
|
bool NeedsArmor(void);
|
|
bool NeedsDefuseKit(void);
|
|
bool NeedsGrenade(void);
|
|
BOOL IsOnLadder(void);
|
|
BOOL FlashlightIsOn(void);
|
|
void FlashlightTurnOn(void);
|
|
void FlashlightTurnOff(void);
|
|
void UpdatePlayerSound(void);
|
|
void DeathSound(void);
|
|
void SetAnimation(PLAYER_ANIM playerAnim);
|
|
NOXREF void SetWeaponAnimType(const char *szExtention)
|
|
{
|
|
Q_strcpy(m_szAnimExtention, szExtention);
|
|
}
|
|
void CheatImpulseCommands(int iImpulse);
|
|
void StartDeathCam(void);
|
|
void StartObserver(Vector vecPosition, Vector vecViewAngle);
|
|
void HandleSignals(void);
|
|
void DropPlayerItem(const char *pszItemName);
|
|
BOOL HasPlayerItem(CBasePlayerItem *pCheckItem);
|
|
BOOL HasNamedPlayerItem(const char *pszItemName);
|
|
BOOL HasWeapons(void);
|
|
NOXREF void SelectPrevItem(int iItem);
|
|
NOXREF void SelectNextItem(int iItem);
|
|
void SelectLastItem(void);
|
|
void SelectItem(const char *pstr);
|
|
void ItemPreFrame(void);
|
|
void ItemPostFrame(void);
|
|
void GiveNamedItem(const char *pszName);
|
|
void EnableControl(BOOL fControl);
|
|
bool HintMessage(const char *pMessage, BOOL bDisplayIfPlayerDead = FALSE, BOOL bOverride = FALSE);
|
|
void SendAmmoUpdate(void);
|
|
void SendFOV(int fov);
|
|
void WaterMove(void);
|
|
void EXPORT PlayerDeathThink(void);
|
|
void PlayerUse(void);
|
|
void HostageUsed(void);
|
|
void JoiningThink(void);
|
|
void RemoveLevelText(void);
|
|
void MenuPrint(const char *msg);
|
|
void ResetMenu(void);
|
|
void SyncRoundTimer(void);
|
|
void CheckSuitUpdate(void);
|
|
void SetSuitUpdate(char *name = NULL, int fgroup = 0, int iNoRepeatTime = 0);
|
|
void UpdateGeigerCounter(void);
|
|
void CheckTimeBasedDamage(void);
|
|
NOXREF void BarnacleVictimBitten(entvars_t *pevBarnacle);
|
|
NOXREF void BarnacleVictimReleased(void);
|
|
static int GetAmmoIndex(const char *psz);
|
|
int AmmoInventory(int iAmmoIndex);
|
|
void ResetAutoaim(void);
|
|
Vector AutoaimDeflection(Vector &vecSrc, float flDist, float flDelta);
|
|
void ForceClientDllUpdate(void);
|
|
void DeathMessage(entvars_t *pevAttacker) {};
|
|
void SetCustomDecalFrames(int nFrames);
|
|
int GetCustomDecalFrames(void);
|
|
void InitStatusBar(void);
|
|
void UpdateStatusBar(void);
|
|
void StudioEstimateGait(void);
|
|
void StudioPlayerBlend(int *pBlend, float *pPitch);
|
|
void CalculatePitchBlend(void);
|
|
void CalculateYawBlend(void);
|
|
void StudioProcessGait(void);
|
|
void SendHostagePos(void);
|
|
void SendHostageIcons(void);
|
|
void ResetStamina(void);
|
|
BOOL IsArmored(int nHitGroup);
|
|
BOOL ShouldDoLargeFlinch(int nHitGroup, int nGunType);
|
|
void SetPrefsFromUserinfo(char *infobuffer);
|
|
void SendWeatherInfo(void);
|
|
void UpdateShieldCrosshair(bool draw);
|
|
bool HasShield(void);
|
|
bool IsProtectedByShield(void)
|
|
{
|
|
return HasShield() && m_bShieldDrawn;
|
|
}
|
|
void RemoveShield(void);
|
|
void DropShield(bool bDeploy = true);
|
|
void GiveShield(bool bDeploy = true);
|
|
bool IsHittingShield(Vector &vecDirection, TraceResult *ptr);
|
|
bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot);
|
|
bool IsReloading(void)
|
|
{
|
|
if (m_pActiveItem != NULL && ((CBasePlayerWeapon *)m_pActiveItem)->m_fInReload)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
bool IsBlind(void)
|
|
{
|
|
return (m_blindUntilTime > gpGlobals->time);
|
|
}
|
|
bool IsAutoFollowAllowed(void)
|
|
{
|
|
return (gpGlobals->time > m_allowAutoFollowTime);
|
|
}
|
|
void InhibitAutoFollow(float duration)
|
|
{
|
|
m_allowAutoFollowTime = duration;
|
|
}
|
|
void AllowAutoFollow(void)
|
|
{
|
|
m_allowAutoFollowTime = 0;
|
|
}
|
|
void ClearAutoBuyData(void);
|
|
void AddAutoBuyData(const char *str);
|
|
void AutoBuy(void);
|
|
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(void);
|
|
const char *PickSecondaryCareerTaskWeapon(void);
|
|
const char *PickFlashKillWeaponString(void);
|
|
const char *PickGrenadeKillWeaponString(void);
|
|
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);
|
|
void Rebuy(void);
|
|
void RebuyPrimaryWeapon(void);
|
|
void RebuyPrimaryAmmo(void);
|
|
void RebuySecondaryWeapon(void);
|
|
void RebuySecondaryAmmo(void);
|
|
void RebuyHEGrenade(void);
|
|
void RebuyFlashbang(void);
|
|
void RebuySmokeGrenade(void);
|
|
void RebuyDefuser(void);
|
|
void RebuyNightVision(void);
|
|
void RebuyArmor(void);
|
|
void UpdateLocation(bool forceUpdate = false);
|
|
void SetObserverAutoDirector(bool val)
|
|
{
|
|
m_bObserverAutoDirector = val;
|
|
}
|
|
bool IsObservingPlayer(CBasePlayer *pPlayer);
|
|
bool CanSwitchObserverModes(void)
|
|
{
|
|
return m_canSwitchObserverModes;
|
|
}
|
|
NOXREF void Intense(void)
|
|
{
|
|
//m_musicState = INTENSE;
|
|
//m_intenseTimestamp = gpGlobals->time;
|
|
}
|
|
|
|
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;
|
|
int 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 IMPLEMENT_ARRAY(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[8];
|
|
|
|
};/* size: 2500, cachelines: 40, members: 190 */
|
|
|
|
/* <14ed87> ../cstrike/dlls/player.cpp:3407 */
|
|
class CWShield: public CBaseEntity
|
|
{
|
|
public:
|
|
virtual void Spawn(void);
|
|
virtual void EXPORT Touch(CBaseEntity *pOther);
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_(void);
|
|
void Touch_(CBaseEntity *pOther);
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
public:
|
|
/* <14e77d> ../cstrike/dlls/player.cpp:3410 */
|
|
void SetCantBePickedUpByUser(CBaseEntity *pEntity, float time)
|
|
{
|
|
m_hEntToIgnoreTouchesFrom = pEntity;
|
|
m_flTimeToIgnoreTouches = gpGlobals->time + time;
|
|
}
|
|
|
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public:
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EHANDLE m_hEntToIgnoreTouchesFrom;
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float m_flTimeToIgnoreTouches;
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};/* size: 164, cachelines: 3, members: 3 */
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extern char *m_szPoses[4];
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extern WeaponStruct g_weaponStruct[MAX_WEAPONS];
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extern int gEvilImpulse101;
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extern char g_szMapBriefingText[512];
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extern entvars_t *g_pevLastInflictor;
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extern CBaseEntity *g_pLastSpawn;
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extern CBaseEntity *g_pLastCTSpawn;
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extern CBaseEntity *g_pLastTerroristSpawn;
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extern BOOL gInitHUD;
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extern cvar_t *sv_aim;
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extern int zombieSpawnCount;
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extern struct ZombieSpawn zombieSpawn[256];
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extern CBaseEntity *g_pSelectedZombieSpawn;
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extern int giPrecacheGrunt;
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extern int gmsgWeapPickup;
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extern int gmsgHudText;
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extern int gmsgHudTextArgs;
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extern int gmsgShake;
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extern int gmsgFade;
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extern int gmsgFlashlight;
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extern int gmsgFlashBattery;
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extern int gmsgResetHUD;
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extern int gmsgInitHUD;
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extern int gmsgViewMode;
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extern int gmsgShowGameTitle;
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extern int gmsgCurWeapon;
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extern int gmsgHealth;
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extern int gmsgDamage;
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extern int gmsgBattery;
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extern int gmsgTrain;
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extern int gmsgLogo;
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extern int gmsgWeaponList;
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extern int gmsgAmmoX;
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extern int gmsgDeathMsg;
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extern int gmsgScoreAttrib;
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extern int gmsgScoreInfo;
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extern int gmsgTeamInfo;
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extern int gmsgTeamScore;
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extern int gmsgGameMode;
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extern int gmsgMOTD;
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extern int gmsgServerName;
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extern int gmsgAmmoPickup;
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extern int gmsgItemPickup;
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extern int gmsgHideWeapon;
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extern int gmsgSayText;
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extern int gmsgTextMsg;
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extern int gmsgSetFOV;
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extern int gmsgShowMenu;
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extern int gmsgSendAudio;
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extern int gmsgRoundTime;
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extern int gmsgMoney;
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extern int gmsgBlinkAcct;
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extern int gmsgArmorType;
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extern int gmsgStatusValue;
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extern int gmsgStatusText;
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extern int gmsgStatusIcon;
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extern int gmsgBarTime;
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extern int gmsgReloadSound;
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extern int gmsgCrosshair;
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extern int gmsgNVGToggle;
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extern int gmsgRadar;
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|
extern int gmsgSpectator;
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|
extern int gmsgVGUIMenu;
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|
extern int gmsgCZCareer;
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|
extern int gmsgCZCareerHUD;
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|
extern int gmsgTaskTime;
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extern int gmsgTutorText;
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|
extern int gmsgTutorLine;
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extern int gmsgShadowIdx;
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extern int gmsgTutorState;
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extern int gmsgTutorClose;
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extern int gmsgAllowSpec;
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extern int gmsgBombDrop;
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extern int gmsgBombPickup;
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extern int gmsgHostagePos;
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|
extern int gmsgHostageK;
|
|
extern int gmsgGeigerRange;
|
|
extern int gmsgSendCorpse;
|
|
extern int gmsgHLTV;
|
|
extern int gmsgSpecHealth;
|
|
extern int gmsgForceCam;
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|
extern int gmsgADStop;
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extern int gmsgReceiveW;
|
|
extern int gmsgScenarioIcon;
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|
extern int gmsgBotVoice;
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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;
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
// linked objects
|
|
C_DLLEXPORT void player(entvars_t *pev);
|
|
C_DLLEXPORT void weapon_shield(entvars_t *pev);
|
|
C_DLLEXPORT void info_intermission(entvars_t *pev);
|
|
C_DLLEXPORT void player_loadsaved(entvars_t *pev);
|
|
C_DLLEXPORT void player_weaponstrip(entvars_t *pev);
|
|
C_DLLEXPORT void monster_hevsuit_dead(entvars_t *pev);
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
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);
|
|
void WriteSigonMessages(void);
|
|
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);
|
|
NOXREF void FixPlayerCrouchStuck(edict_t *pPlayer);
|
|
BOOL IsSpawnPointValid(CBaseEntity *pPlayer, CBaseEntity *pSpot);
|
|
NOXREF void InitZombieSpawns(void);
|
|
NOXREF CBaseEntity *FindZombieSpawn(CBaseEntity *player, bool forceSpawn);
|
|
edict_t *EntSelectSpawnPoint(CBaseEntity *pPlayer);
|
|
void SetScoreAttrib(CBasePlayer *dest, CBasePlayer *src);
|
|
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
|