mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
c406141e47
Added api hook SetClientUserInfoName
972 lines
28 KiB
C++
972 lines
28 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 "pm_materials.h"
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#include "hintmessage.h"
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#include "unisignals.h"
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#include "weapons.h"
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#ifdef REGAMEDLL_ADD
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#define MIN_BUY_TIME 0
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#else
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#define MIN_BUY_TIME 15 // the minimum threshold values for cvar mp_buytime 15 sec's
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#endif
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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 MAX_HOSTAGE_ICON 4 // the maximum number of icons of the hostages in the HUD
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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_USE_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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// Player physics flags bits
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// CBasePlayer::m_afPhysicsFlags
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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) // In the process of ducking, but totally squatted yet
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#define PFLAG_USING (1<<4) // Using a continuous entity
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#define PFLAG_OBSERVER (1<<5) // player is locked in stationary cam mode. Spectators can move, observers can't.
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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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// custom enum
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enum RewardType
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{
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RT_NONE,
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RT_ROUND_BONUS,
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RT_PLAYER_RESET,
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RT_PLAYER_BOUGHT_SOMETHING,
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RT_HOSTAGE_TOOK,
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RT_HOSTAGE_RESCUED,
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RT_HOSTAGE_DAMAGED,
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RT_HOSTAGE_KILLED,
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RT_TEAMMATES_KILLED,
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RT_ENEMY_KILLED,
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RT_INTO_GAME,
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RT_VIP_KILLED,
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RT_VIP_RESCUED_MYSELF
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};
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enum PLAYER_ANIM
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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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};
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enum _Menu
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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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};
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enum TeamName
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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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};
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enum ModelName
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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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MODEL_AUTO
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};
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enum JoinState
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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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};
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enum TrackCommands
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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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};
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struct RebuyStruct
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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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};
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enum ThrowDirection
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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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};
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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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enum MusicState { SILENT, CALM, INTENSE };
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class CCSPlayer;
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class CStripWeapons: public CPointEntity {
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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
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};
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class CInfoIntermission: public CPointEntity {
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public:
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virtual void Spawn();
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virtual void Think();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Think_();
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#endif
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};
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class CDeadHEV: public CBaseMonster {
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public:
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virtual void Spawn();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Classify();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void KeyValue_(KeyValueData *pkvd);
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int Classify_();
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#endif
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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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};
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class CSprayCan: public CBaseEntity {
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public:
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virtual void Think();
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virtual int ObjectCaps() { return FCAP_DONT_SAVE; }
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#ifdef HOOK_GAMEDLL
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void Think_();
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#endif
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public:
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void Spawn(entvars_t *pevOwner);
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};
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class CBloodSplat: public CBaseEntity {
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public:
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void Spawn(entvars_t *pevOwner);
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void Spray();
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};
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class CBasePlayer: public CBaseMonster {
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public:
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virtual void Spawn();
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virtual void Precache();
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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();
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virtual int Classify();
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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() { m_tSneaking = gpGlobals->time - 1; }
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virtual void StopSneaking() { m_tSneaking = gpGlobals->time + 30; }
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virtual BOOL IsSneaking() { return m_tSneaking <= gpGlobals->time; }
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virtual BOOL IsAlive() { return (pev->deadflag == DEAD_NO && pev->health > 0.0f); }
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virtual BOOL IsPlayer() { return (pev->flags & FL_SPECTATOR) != FL_SPECTATOR; }
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virtual BOOL IsNetClient() { return TRUE; }
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virtual const char *TeamID();
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virtual BOOL FBecomeProne();
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virtual Vector BodyTarget(const Vector &posSrc) { return Center() + pev->view_ofs * RANDOM_FLOAT(0.5, 1.1); }
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virtual int Illumination();
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virtual BOOL ShouldFadeOnDeath() { return FALSE; }
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virtual void ResetMaxSpeed();
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virtual void Jump();
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virtual void Duck();
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virtual void PreThink();
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virtual void PostThink();
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virtual Vector GetGunPosition();
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virtual BOOL IsBot() { return FALSE; }
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virtual void UpdateClientData();
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virtual void ImpulseCommands();
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virtual void RoundRespawn();
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virtual Vector GetAutoaimVector(float flDelta);
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virtual void Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
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virtual void OnTouchingWeapon(CWeaponBox *pWeapon) { }
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#if defined(REGAMEDLL_API) || defined(HOOK_GAMEDLL)
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void Spawn_();
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void Precache_();
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int ObjectCaps_();
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int Classify_();
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void TraceAttack_(entvars_t *pevAttacker, float flDamage, VectorRef vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, FloatRef flDamage, int bitsDamageType);
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int TakeHealth_(float flHealth, int bitsDamageType);
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void Killed_(entvars_t *pevAttacker, int iGib);
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void AddPoints_(int score, BOOL bAllowNegativeScore);
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void AddPointsToTeam_(int score, BOOL bAllowNegativeScore);
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BOOL AddPlayerItem_(CBasePlayerItem *pItem);
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BOOL RemovePlayerItem_(CBasePlayerItem *pItem);
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int GiveAmmo_(int iAmount,char *szName,int iMax);
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void ResetMaxSpeed_();
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void Jump_();
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void Duck_();
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void PreThink_();
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void PostThink_();
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void UpdateClientData_();
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void ImpulseCommands_();
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void RoundRespawn_();
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void Blind_(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
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const char *TeamID_();
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BOOL FBecomeProne_();
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int Illumination_();
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Vector GetGunPosition_();
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Vector GetAutoaimVector_(float flDelta);
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#endif
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public:
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void SpawnClientSideCorpse();
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void Observer_FindNextPlayer(bool bReverse, const char *name = NULL);
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CBasePlayer *Observer_IsValidTarget(int iPlayerIndex, bool bSameTeam);
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CBasePlayer *Observer_IsValidTarget_(int iPlayerIndex, bool bSameTeam);
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void Observer_HandleButtons();
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void Observer_SetMode(int iMode);
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void Observer_CheckTarget();
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void Observer_CheckProperties();
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int IsObserver() { return pev->iuser1; }
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void PlantC4();
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void Radio(const char *msg_id, const char *msg_verbose = NULL, short pitch = 100, bool showIcon = true);
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CBasePlayer *GetNextRadioRecipient(CBasePlayer *pStartPlayer);
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void SmartRadio();
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void ThrowWeapon(char *pszItemName);
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void ThrowPrimary();
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void AddAccount(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
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void AddAccount_(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
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void Disappear();
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void MakeVIP();
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bool CanPlayerBuy(bool display = false);
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void SwitchTeam();
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void TabulateAmmo();
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void Pain(int iLastHitGroup, bool HasArmour);
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BOOL IsBombGuy();
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bool IsLookingAtPosition(Vector *pos, float angleTolerance = 20.0f);
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void Reset();
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void SetScoreboardAttributes(CBasePlayer *destination = NULL);
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void RenewItems();
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void PackDeadPlayerItems();
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void GiveDefaultItems();
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void GiveDefaultItems_();
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void RemoveAllItems(BOOL removeSuit);
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void SetBombIcon(BOOL bFlash = FALSE);
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void SetProgressBarTime(int time);
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void SetProgressBarTime2(int time, float timeElapsed);
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void SetPlayerModel(BOOL HasC4);
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void SetClientUserInfoName(char *infobuffer, char *szNewName);
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void SetClientUserInfoName_(char *infobuffer, char *szNewName);
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void SetClientUserInfoModel(char *infobuffer, char *szNewModel);
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void SetClientUserInfoModel_api(char *infobuffer, char *szNewModel);
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void SetNewPlayerModel(const char *modelName);
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BOOL SwitchWeapon(CBasePlayerItem *pWeapon);
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void CheckPowerups();
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bool CanAffordPrimary();
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bool CanAffordPrimaryAmmo();
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bool CanAffordSecondaryAmmo();
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bool CanAffordArmor();
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bool CanAffordDefuseKit();
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bool CanAffordGrenade();
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bool NeedsPrimaryAmmo();
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bool NeedsSecondaryAmmo();
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bool NeedsArmor();
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bool NeedsDefuseKit();
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bool NeedsGrenade();
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BOOL IsOnLadder();
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BOOL FlashlightIsOn();
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void FlashlightTurnOn();
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void FlashlightTurnOff();
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void UpdatePlayerSound();
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void DeathSound();
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void SetAnimation(PLAYER_ANIM playerAnim);
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void SetAnimation_(PLAYER_ANIM playerAnim);
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void SetWeaponAnimType(const char *szExtention) { Q_strcpy(m_szAnimExtention, szExtention); }
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void CheatImpulseCommands(int iImpulse);
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void StartDeathCam();
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void StartObserver(Vector vecPosition, Vector vecViewAngle);
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void HandleSignals();
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void DropPlayerItem(const char *pszItemName);
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BOOL HasPlayerItem(CBasePlayerItem *pCheckItem);
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BOOL HasNamedPlayerItem(const char *pszItemName);
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BOOL HasWeapons();
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void SelectPrevItem(int iItem);
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void SelectNextItem(int iItem);
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void SelectLastItem();
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void SelectItem(const char *pstr);
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void ItemPreFrame();
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void ItemPostFrame();
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void GiveNamedItem(const char *pszName);
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void GiveNamedItem_(const char *pszName);
|
|
void 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 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);
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
CCSPlayer *CSPlayer() const;
|
|
#endif
|
|
|
|
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[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 != NULL && weapon->m_fInReload)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
inline CCSPlayer *CBasePlayer::CSPlayer() const {
|
|
return reinterpret_cast<CCSPlayer *>(this->m_pEntity);
|
|
}
|
|
#endif
|
|
|
|
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 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
|