ReGameDLL_CS/regamedll/dlls/player.h
2015-12-11 02:30:31 +06:00

1143 lines
32 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 "hintmessage.h"
#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 SUITUPDATETIME 3.5
#define SUITFIRSTUPDATETIME 0.1
#define PLAYER_FATAL_FALL_SPEED 1100.0f
#define PLAYER_MAX_SAFE_FALL_SPEED 500.0f
#define PLAYER_SEARCH_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
#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)
#define PFLAG_USING (1<<4)
#define PFLAG_OBSERVER (1<<5)
#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"
typedef enum
{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_ATTACK2,
PLAYER_FLINCH,
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
} PLAYER_ANIM;
typedef enum
{
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
} _Menu;
typedef enum
{
UNASSIGNED,
TERRORIST,
CT,
SPECTATOR,
} TeamName;
typedef enum
{
MODEL_UNASSIGNED,
MODEL_URBAN,
MODEL_TERROR,
MODEL_LEET,
MODEL_ARCTIC,
MODEL_GSG9,
MODEL_GIGN,
MODEL_SAS,
MODEL_GUERILLA,
MODEL_VIP,
MODEL_MILITIA,
MODEL_SPETSNAZ
} ModelName;
typedef enum
{
JOINED,
SHOWLTEXT,
READINGLTEXT,
SHOWTEAMSELECT,
PICKINGTEAM,
GETINTOGAME
} JoinState;
typedef enum
{
CMD_SAY = 0,
CMD_SAYTEAM,
CMD_FULLUPDATE,
CMD_VOTE,
CMD_VOTEMAP,
CMD_LISTMAPS,
CMD_LISTPLAYERS,
CMD_NIGHTVISION,
COMMANDS_TO_TRACK,
} TrackCommands;
typedef struct
{
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;
int m_armor;
} RebuyStruct;
typedef enum
{
THROW_NONE,
THROW_FORWARD,
THROW_BACKWARD,
THROW_HITVEL,
THROW_BOMB,
THROW_GRENADE,
THROW_HITVEL_MINUS_AIRVEL
} ThrowDirection;
enum sbar_data
{
SBAR_ID_TARGETTYPE = 1,
SBAR_ID_TARGETNAME,
SBAR_ID_TARGETHEALTH,
SBAR_END
};
typedef enum
{
SILENT,
CALM,
INTENSE
} MusicState;
struct WeaponStruct
{
int m_type;
int m_price;
int m_side;
int m_slot;
int m_ammoPrice;
};/* size: 20, cachelines: 1, members: 5 */
#define DEFINE_WEAPON(m_wpnid, m_cost, m_slotnum, m_acost)\
{ m_wpnid, m_cost, 3, m_slotnum, m_acost }
#ifdef HOOK_GAMEDLL
#define m_szPoses (*pm_szPoses)
#define g_weaponStruct (*pg_weaponStruct)
#define gEvilImpulse101 (*pgEvilImpulse101)
#define g_szMapBriefingText (*pg_szMapBriefingText)
#define g_pevLastInflictor (*pg_pevLastInflictor)
#define g_pLastSpawn (*pg_pLastSpawn)
#define g_pLastCTSpawn (*pg_pLastCTSpawn)
#define g_pLastTerroristSpawn (*pg_pLastTerroristSpawn)
#define gInitHUD (*pgInitHUD)
#define sv_aim (*psv_aim)
#define zombieSpawnCount (*pzombieSpawnCount)
#define zombieSpawn (*pzombieSpawn)
#define g_pSelectedZombieSpawn (*pg_pSelectedZombieSpawn)
#define giPrecacheGrunt (*pgiPrecacheGrunt)
#define gmsgWeapPickup (*pgmsgWeapPickup)
#define gmsgHudText (*pgmsgHudText)
#define gmsgHudTextArgs (*pgmsgHudTextArgs)
#define gmsgShake (*pgmsgShake)
#define gmsgFade (*pgmsgFade)
#define gmsgFlashlight (*pgmsgFlashlight)
#define gmsgFlashBattery (*pgmsgFlashBattery)
#define gmsgResetHUD (*pgmsgResetHUD)
#define gmsgInitHUD (*pgmsgInitHUD)
#define gmsgViewMode (*pgmsgViewMode)
#define gmsgShowGameTitle (*pgmsgShowGameTitle)
#define gmsgCurWeapon (*pgmsgCurWeapon)
#define gmsgHealth (*pgmsgHealth)
#define gmsgDamage (*pgmsgDamage)
#define gmsgBattery (*pgmsgBattery)
#define gmsgTrain (*pgmsgTrain)
#define gmsgLogo (*pgmsgLogo)
#define gmsgWeaponList (*pgmsgWeaponList)
#define gmsgAmmoX (*pgmsgAmmoX)
#define gmsgDeathMsg (*pgmsgDeathMsg)
#define gmsgScoreAttrib (*pgmsgScoreAttrib)
#define gmsgScoreInfo (*pgmsgScoreInfo)
#define gmsgTeamInfo (*pgmsgTeamInfo)
#define gmsgTeamScore (*pgmsgTeamScore)
#define gmsgGameMode (*pgmsgGameMode)
#define gmsgMOTD (*pgmsgMOTD)
#define gmsgServerName (*pgmsgServerName)
#define gmsgAmmoPickup (*pgmsgAmmoPickup)
#define gmsgItemPickup (*pgmsgItemPickup)
#define gmsgHideWeapon (*pgmsgHideWeapon)
#define gmsgSayText (*pgmsgSayText)
#define gmsgTextMsg (*pgmsgTextMsg)
#define gmsgSetFOV (*pgmsgSetFOV)
#define gmsgShowMenu (*pgmsgShowMenu)
#define gmsgSendAudio (*pgmsgSendAudio)
#define gmsgRoundTime (*pgmsgRoundTime)
#define gmsgMoney (*pgmsgMoney)
#define gmsgBlinkAcct (*pgmsgBlinkAcct)
#define gmsgArmorType (*pgmsgArmorType)
#define gmsgStatusValue (*pgmsgStatusValue)
#define gmsgStatusText (*pgmsgStatusText)
#define gmsgStatusIcon (*pgmsgStatusIcon)
#define gmsgBarTime (*pgmsgBarTime)
#define gmsgReloadSound (*pgmsgReloadSound)
#define gmsgCrosshair (*pgmsgCrosshair)
#define gmsgNVGToggle (*pgmsgNVGToggle)
#define gmsgRadar (*pgmsgRadar)
#define gmsgSpectator (*pgmsgSpectator)
#define gmsgVGUIMenu (*pgmsgVGUIMenu)
#define gmsgCZCareer (*pgmsgCZCareer)
#define gmsgCZCareerHUD (*pgmsgCZCareerHUD)
#define gmsgTaskTime (*pgmsgTaskTime)
#define gmsgTutorText (*pgmsgTutorText)
#define gmsgTutorLine (*pgmsgTutorLine)
#define gmsgShadowIdx (*pgmsgShadowIdx)
#define gmsgTutorState (*pgmsgTutorState)
#define gmsgTutorClose (*pgmsgTutorClose)
#define gmsgAllowSpec (*pgmsgAllowSpec)
#define gmsgBombDrop (*pgmsgBombDrop)
#define gmsgBombPickup (*pgmsgBombPickup)
#define gmsgHostagePos (*pgmsgHostagePos)
#define gmsgHostageK (*pgmsgHostageK)
#define gmsgGeigerRange (*pgmsgGeigerRange)
#define gmsgSendCorpse (*pgmsgSendCorpse)
#define gmsgHLTV (*pgmsgHLTV)
#define gmsgSpecHealth (*pgmsgSpecHealth)
#define gmsgForceCam (*pgmsgForceCam)
#define gmsgADStop (*pgmsgADStop)
#define gmsgReceiveW (*pgmsgReceiveW)
#define gmsgScenarioIcon (*pgmsgScenarioIcon)
#define gmsgBotVoice (*pgmsgBotVoice)
#define gmsgBuyClose (*pgmsgBuyClose)
#define gmsgItemStatus (*pgmsgItemStatus)
#define gmsgLocation (*pgmsgLocation)
#define gmsgSpecHealth2 (*pgmsgSpecHealth2)
#define gmsgBarTime2 (*pgmsgBarTime2)
#define gmsgBotProgress (*pgmsgBotProgress)
#define gmsgBrass (*pgmsgBrass)
#define gmsgFog (*pgmsgFog)
#define gmsgShowTimer (*pgmsgShowTimer)
#endif // HOOK_GAMEDLL
/* <14efbf> ../cstrike/dlls/player.cpp:9418 */
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 // HOOK_GAMEDLL
};/* size: 152, cachelines: 3, members: 1 */
/* <14f06c> ../cstrike/dlls/player.cpp:9543 */
class CInfoIntermission: public CPointEntity
{
public:
virtual void Spawn(void);
virtual void Think(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Think_(void);
#endif // HOOK_GAMEDLL
};/* size: 152, cachelines: 3, members: 1 */
/* <14ef4d> ../cstrike/dlls/player.cpp:9361 */
class CDeadHEV: public CBaseMonster
{
public:
virtual void Spawn(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual int Classify(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void KeyValue_(KeyValueData *pkvd);
int Classify_(void);
#endif // HOOK_GAMEDLL
public:
int m_iPose;
static char *m_szPoses[4];
};/* size: 408, cachelines: 7, members: 3 */
/* <14ee80> ../cstrike/dlls/player.cpp:7001 */
class CSprayCan: public CBaseEntity
{
public:
virtual void Think(void);
virtual int ObjectCaps(void)
{
return FCAP_DONT_SAVE;
}
#ifdef HOOK_GAMEDLL
void Think_(void);
#endif // HOOK_GAMEDLL
public:
void Spawn(entvars_t *pevOwner);
};/* size: 152, cachelines: 3, members: 1 */
/* <14eea3> ../cstrike/dlls/player.cpp:7057 */
class CBloodSplat: public CBaseEntity
{
public:
void Spawn(entvars_t *pevOwner);
void Spray(void);
};/* size: 152, cachelines: 3, members: 1 */
/* <48ed5e> ../cstrike/dlls/player.h:250 */
class CBasePlayer: public CBaseMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return (CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
}
virtual int Classify(void);
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual int 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);
virtual void StartSneaking(void)
{
m_tSneaking = gpGlobals->time - 1;
}
virtual void StopSneaking(void)
{
m_tSneaking = gpGlobals->time + 30;
}
virtual BOOL IsSneaking(void)
{
return m_tSneaking <= gpGlobals->time;
}
virtual BOOL IsAlive(void)
{
return (pev->deadflag == DEAD_NO && pev->health > 0.0f);
}
virtual BOOL IsPlayer(void)
{
return (pev->flags & FL_SPECTATOR) != FL_SPECTATOR;
}
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 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[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;
}
public:
EHANDLE m_hEntToIgnoreTouchesFrom;
float m_flTimeToIgnoreTouches;
};/* size: 164, cachelines: 3, members: 3 */
extern char *m_szPoses[4];
extern WeaponStruct g_weaponStruct[MAX_WEAPONS];
extern int gEvilImpulse101;
extern char g_szMapBriefingText[512];
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 zombieSpawnCount;
extern struct ZombieSpawn zombieSpawn[256];
extern CBaseEntity *g_pSelectedZombieSpawn;
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;
#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