mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
279799bff9
Add cheat impulse for enable Noclip with air accelerate
1057 lines
32 KiB
C++
1057 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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#pragma once
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#include "weapons.h"
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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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#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
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#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
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#ifdef REGAMEDLL_FIXES
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const int MIN_BUY_TIME = 0;
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#else
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const int MIN_BUY_TIME = 15; // the minimum threshold values for cvar mp_buytime 15 sec's
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#endif
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const int MAX_PLAYER_NAME_LENGTH = 32;
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const int MAX_AUTOBUY_LENGTH = 256;
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const int MAX_REBUY_LENGTH = 256;
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const int MAX_RECENT_PATH = 20;
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const int MAX_HOSTAGE_ICON = 4; // the maximum number of icons of the hostages in the HUD
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const int MAX_SUIT_NOREPEAT = 32;
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const int MAX_SUIT_PLAYLIST = 4; // max of 4 suit sentences queued up at any time
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const int MAX_BUFFER_MENU = 175;
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const int MAX_BUFFER_MENU_BRIEFING = 50;
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const float SUIT_UPDATE_TIME = 3.5f;
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const float SUIT_FIRST_UPDATE_TIME = 0.1f;
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const float MAX_PLAYER_FATAL_FALL_SPEED = 1100.0f;
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const float MAX_PLAYER_SAFE_FALL_SPEED = 500.0f;
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const float MAX_PLAYER_USE_RADIUS = 64.0f;
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const float MAX_PLAYER_RUN_MODIFIER_SPEED = 10.0f; // x10 speed run when IN_RUN button is pressed
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const float ARMOR_RATIO = 0.5f; // Armor Takes 50% of the damage
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const float ARMOR_BONUS = 0.5f; // Each Point of Armor is work 1/x points of health
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const float FLASH_DRAIN_TIME = 1.2f; // 100 units/3 minutes
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const float FLASH_CHARGE_TIME = 0.2f; // 100 units/20 seconds (seconds per unit)
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// damage per unit per second.
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const float DAMAGE_FOR_FALL_SPEED = 100.0f / (MAX_PLAYER_FATAL_FALL_SPEED - MAX_PLAYER_SAFE_FALL_SPEED);
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const float 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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const float 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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const int MONEY_BLINK_AMOUNT = 30;
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// Player time based damage
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#define AIRTIME 12 // lung full of air lasts this many seconds
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#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
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#define PARALYZE_DAMAGE 1.0f // damage to take each 2 second interval
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#define NERVEGAS_DURATION 2
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#define NERVEGAS_DAMAGE 5.0f
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#define POISON_DURATION 5
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#define POISON_DAMAGE 2.0f
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#define RADIATION_DURATION 2
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#define RADIATION_DAMAGE 1.0f
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#define ACID_DURATION 2
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#define ACID_DAMAGE 5.0f
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#define SLOWBURN_DURATION 2
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#define SLOWBURN_DAMAGE 1.0f
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#define SLOWFREEZE_DURATION 2
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#define SLOWFREEZE_DAMAGE 1.0f
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// Player physics flags bits
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// CBasePlayer::m_afPhysicsFlags
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#define PFLAG_ONLADDER BIT(0)
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#define PFLAG_ONSWING BIT(0)
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#define PFLAG_ONTRAIN BIT(1)
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#define PFLAG_ONBARNACLE BIT(2)
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#define PFLAG_DUCKING BIT(3) // In the process of ducking, but not totally squatted yet
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#define PFLAG_USING BIT(4) // Using a continuous entity
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#define PFLAG_OBSERVER BIT(5) // Player is locked in stationary cam mode. Spectators can move, observers can't.
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// Player gamestate flags
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#define HITGROUP_SHIELD_ENABLED 0
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#define HITGROUP_SHIELD_DISABLED 1
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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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const bool SUIT_GROUP = true;
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const bool SUIT_SENTENCE = false;
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const int SUIT_REPEAT_OK = 0;
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const int SUIT_NEXT_IN_30SEC = 30;
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const int SUIT_NEXT_IN_1MIN = 60;
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const int SUIT_NEXT_IN_5MIN = 300;
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const int SUIT_NEXT_IN_10MIN = 600;
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const int SUIT_NEXT_IN_30MIN = 1800;
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const int SUIT_NEXT_IN_1HOUR = 3600;
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const int MAX_TEAM_NAME_LENGTH = 16;
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const auto AUTOAIM_2DEGREES = 0.0348994967025;
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const auto AUTOAIM_5DEGREES = 0.08715574274766;
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const auto AUTOAIM_8DEGREES = 0.1391731009601;
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const auto AUTOAIM_10DEGREES = 0.1736481776669;
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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_JOIN,
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RT_PLAYER_SPEC_JOIN,
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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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enum IgnoreChatMsg : int
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{
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IGNOREMSG_NONE, // Nothing to do
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IGNOREMSG_ENEMY, // To ignore any chat messages from the enemy
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IGNOREMSG_TEAM // Same as IGNOREMSG_ENEMY but ignore teammates
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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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ArmorType 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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const float MAX_ID_RANGE = 2048.0f;
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const float MAX_SPEC_ID_RANGE = 8192.0f;
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const int MAX_SBAR_STRING = 128;
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const int SBAR_TARGETTYPE_TEAMMATE = 1;
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const int SBAR_TARGETTYPE_ENEMY = 2;
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const int SBAR_TARGETTYPE_HOSTAGE = 3;
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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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#define ALL_OTHER_ITEMS 6
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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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virtual void KeyValue(KeyValueData *pkvd);
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#ifdef REGAMEDLL_ADD
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public:
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int m_bitsIgnoreSlots;
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int m_iszSpecialItem;
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#endif
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};
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// Dead HEV suit prop
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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() { return CLASS_HUMAN_MILITARY; }
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public:
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int m_iPose; // which sequence to display -- temporary, don't need to save
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static const char *m_szPoses[];
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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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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 BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual BOOL 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, const char *szName, int iMax = -1);
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#ifndef REGAMEDLL_API
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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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#else
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virtual void OnCreate();
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virtual void OnDestroy();
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void StartSneaking() { m_tSneaking = gpGlobals->time - 1; };
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#endif
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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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// TODO: Need to investigate for what purposes used random to get relative eyes position
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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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#ifdef REGAMEDLL_API
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void Spawn_OrigFunc();
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void Precache_OrigFunc();
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int ObjectCaps_OrigFunc();
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int Classify_OrigFunc();
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void TraceAttack_OrigFunc(entvars_t *pevAttacker, float flDamage, VectorRef vecDir, TraceResult *ptr, int bitsDamageType);
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BOOL TakeDamage_OrigFunc(entvars_t *pevInflictor, entvars_t *pevAttacker, FloatRef flDamage, int bitsDamageType);
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BOOL TakeHealth_OrigFunc(float flHealth, int bitsDamageType);
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void Killed_OrigFunc(entvars_t *pevAttacker, int iGib);
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void AddPoints_OrigFunc(int score, BOOL bAllowNegativeScore);
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void AddPointsToTeam_OrigFunc(int score, BOOL bAllowNegativeScore);
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BOOL AddPlayerItem_OrigFunc(CBasePlayerItem *pItem);
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BOOL RemovePlayerItem_OrigFunc(CBasePlayerItem *pItem);
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int GiveAmmo_OrigFunc(int iAmount, const char *szName, int iMax);
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void ResetMaxSpeed_OrigFunc();
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void Jump_OrigFunc();
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void Duck_OrigFunc();
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void PreThink_OrigFunc();
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void PostThink_OrigFunc();
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void UpdateClientData_OrigFunc();
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void ImpulseCommands_OrigFunc();
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void RoundRespawn_OrigFunc();
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void Blind_OrigFunc(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
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EXT_FUNC CBasePlayer *Observer_IsValidTarget_OrigFunc(int iPlayerIndex, bool bSameTeam);
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void Radio_OrigFunc(const char *msg_id, const char *msg_verbose = nullptr, short pitch = 100, bool showIcon = true);
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void AddAccount_OrigFunc(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
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void Disappear_OrigFunc();
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void MakeVIP_OrigFunc();
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void GiveDefaultItems_OrigFunc();
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bool SetClientUserInfoName_OrigFunc(char *infobuffer, char *szNewName);
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void SetAnimation_OrigFunc(PLAYER_ANIM playerAnim);
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void StartObserver_OrigFunc(Vector &vecPosition, Vector &vecViewAngle);
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CBaseEntity *DropPlayerItem_OrigFunc(const char *pszItemName);
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CBaseEntity *GiveNamedItem_OrigFunc(const char *pszName);
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CBaseEntity *DropShield_OrigFunc(bool bDeploy = true);
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void GiveShield_OrigFunc(bool bDeploy = true);
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bool HasRestrictItem_OrigFunc(ItemID item, ItemRestType type);
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void OnSpawnEquip_OrigFunc(bool addDefault = true, bool equipGame = true);
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bool MakeBomber_OrigFunc();
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bool GetIntoGame_OrigFunc();
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void StartDeathCam_OrigFunc();
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CGrenade *ThrowGrenade_OrigFunc(CBasePlayerWeapon *pWeapon, VectorRef vecSrc, VectorRef vecThrow, float time, unsigned short usEvent = 0);
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void SwitchTeam_OrigFunc();
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bool CanSwitchTeam_OrigFunc(TeamName teamToSwap);
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void SetSpawnProtection_OrigFunc(float flProtectionTime);
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void RemoveSpawnProtection_OrigFunc();
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bool HintMessageEx_OrigFunc(const char *pMessage, float duration = 6.0f, bool bDisplayIfPlayerDead = false, bool bOverride = false);
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void UseEmpty_OrigFunc();
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void DropIdlePlayer_OrigFunc(const char *reason);
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void Observer_SetMode_OrigFunc(int iMode);
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EXT_FUNC void Observer_FindNextPlayer_OrigFunc(bool bReverse, const char* name = nullptr);
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void Pain_OrigFunc(int iLastHitGroup, bool bHasArmour);
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void DeathSound_OrigFunc();
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void JoiningThink_OrigFunc();
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void CheckTimeBasedDamage_OrigFunc();
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edict_t *EntSelectSpawnPoint_OrigFunc();
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void PlayerDeathThink_OrigFunc();
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void Observer_Think_OrigFunc();
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void RemoveAllItems_OrigFunc(BOOL removeSuit);
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CCSPlayer *CSPlayer() const;
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#endif // REGAMEDLL_API
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public:
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static CBasePlayer *Instance(edict_t *pEdict) { return GET_PRIVATE<CBasePlayer>(pEdict ? pEdict : ENT(0)); }
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static CBasePlayer *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
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static CBasePlayer *Instance(int offset) { return Instance(ENT(offset)); }
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float GetDyingAnimationDuration() const;
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void SpawnClientSideCorpse();
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void Observer_FindNextPlayer(bool bReverse, const char *name = nullptr);
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|
CBasePlayer *Observer_IsValidTarget(int iPlayerIndex, bool bSameTeam);
|
|
void Disconnect();
|
|
void Observer_Think();
|
|
void Observer_HandleButtons();
|
|
void Observer_SetMode(int iMode);
|
|
void Observer_CheckTarget();
|
|
void Observer_CheckProperties();
|
|
int GetObserverMode() { return pev->iuser1; }
|
|
void PlantC4();
|
|
void Radio(const char *msg_id, const char *msg_verbose = nullptr, short pitch = 100, bool showIcon = true);
|
|
CBasePlayer *GetNextRadioRecipient(CBasePlayer *pStartPlayer);
|
|
void SmartRadio();
|
|
void ThrowWeapon(char *pszItemName);
|
|
void ThrowPrimary();
|
|
CGrenade *ThrowGrenade(CBasePlayerWeapon *pWeapon, Vector vecSrc, Vector vecThrow, float time, unsigned short usEvent = 0);
|
|
void AddAccount(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
|
|
void Disappear();
|
|
void MakeVIP();
|
|
bool CanPlayerBuy(bool display = false);
|
|
bool CanSwitchTeam(TeamName teamToSwap);
|
|
void SwitchTeam();
|
|
void TabulateAmmo();
|
|
void Pain(int iLastHitGroup, bool bHasArmour);
|
|
BOOL IsBombGuy();
|
|
bool IsLookingAtPosition(Vector *pos, float angleTolerance = 20.0f);
|
|
void Reset();
|
|
void SetScoreboardAttributes(CBasePlayer *destination = nullptr);
|
|
void RenewItems();
|
|
void PackDeadPlayerItems();
|
|
void GiveDefaultItems();
|
|
void RemoveAllItems(BOOL removeSuit);
|
|
void SetBombIcon(BOOL bFlash = FALSE);
|
|
void SetProgressBarTime(int time);
|
|
void SetProgressBarTime2(int time, float timeElapsed);
|
|
void SetPlayerModel(BOOL HasC4);
|
|
bool SetClientUserInfoName(char *infobuffer, char *szNewName);
|
|
void SetClientUserInfoModel(char *infobuffer, char *szNewModel);
|
|
void SetClientUserInfoModel_api(char *infobuffer, char *szNewModel);
|
|
void SetNewPlayerModel(const char *modelName);
|
|
const usercmd_t *GetLastUserCommand() const;
|
|
BOOL SwitchWeapon(CBasePlayerItem *pWeapon);
|
|
void CheckPowerups();
|
|
bool CanAffordPrimary();
|
|
bool CanAffordPrimaryAmmo();
|
|
bool CanAffordSecondaryAmmo();
|
|
bool CanAffordArmor();
|
|
bool CanAffordDefuseKit();
|
|
bool CanAffordGrenade();
|
|
bool NeedsPrimaryAmmo();
|
|
bool NeedsSecondaryAmmo();
|
|
bool NeedsArmor();
|
|
bool NeedsDefuseKit();
|
|
bool NeedsGrenade();
|
|
BOOL IsOnLadder();
|
|
BOOL FlashlightIsOn();
|
|
void FlashlightTurnOn();
|
|
void FlashlightTurnOff();
|
|
void UpdatePlayerSound();
|
|
void DeathSound();
|
|
void SetAnimation(PLAYER_ANIM playerAnim);
|
|
void SetWeaponAnimType(const char *szExtention) { Q_strcpy(m_szAnimExtention, szExtention); }
|
|
void CheatImpulseCommands(int iImpulse);
|
|
void StartDeathCam();
|
|
void StartObserver(Vector &vecPosition, Vector &vecViewAngle);
|
|
void HandleSignals();
|
|
CBaseEntity *DropPlayerItem(const char *pszItemName);
|
|
bool HasPlayerItem(CBasePlayerItem *pCheckItem);
|
|
bool HasNamedPlayerItem(const char *pszItemName);
|
|
bool HasWeapons();
|
|
void SelectPrevItem(int iItem);
|
|
void SelectNextItem(int iItem);
|
|
void SelectLastItem();
|
|
void SelectItem(const char *pstr);
|
|
void ItemPreFrame();
|
|
void ItemPostFrame();
|
|
CBaseEntity *GiveNamedItem(const char *pszName);
|
|
CBaseEntity *GiveNamedItemEx(const char *pszName);
|
|
CBaseEntity *GiveCopyItem(CBaseEntity *pEntityBase);
|
|
void EnableControl(BOOL fControl);
|
|
bool HintMessage(const char *pMessage, BOOL bDisplayIfPlayerDead = FALSE, BOOL bOverride = FALSE);
|
|
bool HintMessageEx(const char *pMessage, float duration = 6.0f, bool bDisplayIfPlayerDead = false, bool bOverride = false);
|
|
void SendAmmoUpdate();
|
|
void SendFOV(int fov);
|
|
void WaterMove();
|
|
void EXPORT PlayerDeathThink();
|
|
void PlayerRespawnThink();
|
|
void PlayerUse();
|
|
void HostageUsed();
|
|
void JoiningThink();
|
|
void RemoveLevelText();
|
|
void MenuPrint(const char *msg);
|
|
void ResetMenu();
|
|
void SyncRoundTimer();
|
|
void CheckSuitUpdate();
|
|
void SetSuitUpdate(char *name = nullptr, bool group = SUIT_SENTENCE, int iNoRepeatTime = SUIT_REPEAT_OK);
|
|
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();
|
|
CBaseEntity *DropShield(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 HasTimePassedSinceDeath(float duration) const;
|
|
bool IsBlind() const { return (m_blindUntilTime > gpGlobals->time); }
|
|
bool IsFullyBlind(const float flPeekTime = 0.6f) const { return m_blindAlpha >= 255 && m_blindFadeTime > (flPeekTime * 2.0f) && (m_blindStartTime + m_blindHoldTime + flPeekTime) > 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 = nullptr, const char *arg2 = nullptr, const char *arg3 = nullptr);
|
|
void PrioritizeAutoBuyString(char *autobuyString, const char *priorityString);
|
|
const char *PickPrimaryCareerTaskWeapon();
|
|
const char *PickSecondaryCareerTaskWeapon();
|
|
const char *PickFlashKillWeaponString();
|
|
const char *PickGrenadeKillWeaponString();
|
|
bool ShouldExecuteAutoBuyCommand(AutoBuyInfoStruct *commandInfo, bool boughtPrimary, bool boughtSecondary);
|
|
void PostAutoBuyCommandProcessing(AutoBuyInfoStruct *commandInfo, bool &boughtPrimary, bool &boughtSecondary);
|
|
void ParseAutoBuyString(const char *string, bool &boughtPrimary, bool &boughtSecondary);
|
|
AutoBuyInfoStruct *GetAutoBuyCommandInfo(const char *command);
|
|
void InitRebuyData(const char *str);
|
|
void BuildRebuyStruct();
|
|
void Rebuy();
|
|
void RebuyPrimaryWeapon();
|
|
void RebuyPrimaryAmmo();
|
|
void RebuySecondaryWeapon();
|
|
void RebuySecondaryAmmo();
|
|
void RebuyHEGrenade();
|
|
void RebuyFlashbang();
|
|
void RebuySmokeGrenade();
|
|
void RebuyDefuser();
|
|
void RebuyNightVision();
|
|
void RebuyArmor();
|
|
void UpdateLocation(bool forceUpdate = false);
|
|
void SetObserverAutoDirector(bool val) { m_bObserverAutoDirector = val; }
|
|
bool IsObservingPlayer(CBasePlayer *pPlayer);
|
|
bool CanSwitchObserverModes() const { return m_canSwitchObserverModes; }
|
|
void SendItemStatus();
|
|
edict_t *EntSelectSpawnPoint();
|
|
void SetScoreAttrib(CBasePlayer *dest);
|
|
void ReloadWeapons(CBasePlayerItem *pWeapon = nullptr, bool bForceReload = false, bool bForceRefill = false);
|
|
void TeamChangeUpdate();
|
|
bool HasRestrictItem(ItemID item, ItemRestType type);
|
|
void DropSecondary();
|
|
void DropPrimary();
|
|
void OnSpawnEquip(bool addDefault = true, bool equipGame = true);
|
|
void RemoveBomb();
|
|
void GiveDefuser();
|
|
void RemoveDefuser();
|
|
void HideTimer();
|
|
bool MakeBomber();
|
|
bool GetIntoGame();
|
|
bool ShouldToShowAccount(CBasePlayer *pReceiver) const;
|
|
bool ShouldToShowHealthInfo(CBasePlayer *pReceiver) const;
|
|
const char *GetKillerWeaponName(entvars_t *pevInflictor, entvars_t *pevKiller) const;
|
|
bool ShouldGibPlayer(int iGib);
|
|
|
|
CBasePlayerItem *GetItemByName(const char *itemName);
|
|
CBasePlayerItem *GetItemById(WeaponIdType weaponID);
|
|
|
|
void SetSpawnProtection(float flProtectionTime);
|
|
void RemoveSpawnProtection();
|
|
void UseEmpty();
|
|
void DropIdlePlayer(const char *reason);
|
|
bool Kill();
|
|
|
|
// templates
|
|
template<typename T = CBasePlayerItem, typename Functor>
|
|
T *ForEachItem(int slot, const Functor &func) const
|
|
{
|
|
auto item = m_rgpPlayerItems[slot];
|
|
while (item)
|
|
{
|
|
auto next = item->m_pNext;
|
|
if (func(static_cast<T *>(item)))
|
|
return static_cast<T *>(item);
|
|
|
|
item = next;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
template<typename T = CBasePlayerItem, typename Functor>
|
|
T *ForEachItem(const Functor &func) const
|
|
{
|
|
for (auto item : m_rgpPlayerItems)
|
|
{
|
|
while (item)
|
|
{
|
|
auto next = item->m_pNext;
|
|
if (func(static_cast<T *>(item)))
|
|
return static_cast<T *>(item);
|
|
|
|
item = next;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
template<typename T = CBasePlayerItem, typename Functor>
|
|
T *ForEachItem(const char *pszItemName, const Functor &func) const
|
|
{
|
|
if (!pszItemName) {
|
|
return nullptr;
|
|
}
|
|
|
|
for (auto item : m_rgpPlayerItems)
|
|
{
|
|
while (item)
|
|
{
|
|
if (FClassnameIs(item->pev, pszItemName) && func(static_cast<T *>(item))) {
|
|
return static_cast<T *>(item);
|
|
}
|
|
|
|
item = item->m_pNext;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
public:
|
|
enum { MaxLocationLen = 32 };
|
|
|
|
int random_seed;
|
|
unsigned short m_usPlayerBleed;
|
|
EntityHandle<CBasePlayer> m_hObserverTarget;
|
|
float m_flNextObserverInput;
|
|
int m_iObserverWeapon;
|
|
int m_iObserverC4State;
|
|
bool m_bObserverHasDefuser;
|
|
int m_iObserverLastMode;
|
|
float m_flFlinchTime;
|
|
float m_flAnimTime;
|
|
bool m_bHighDamage;
|
|
float m_flVelocityModifier;
|
|
int m_iLastZoom;
|
|
bool m_bResumeZoom;
|
|
float m_flEjectBrass;
|
|
ArmorType m_iKevlar;
|
|
bool m_bNotKilled;
|
|
TeamName m_iTeam;
|
|
int m_iAccount;
|
|
bool m_bHasPrimary;
|
|
float m_flDeathThrowTime;
|
|
int m_iThrowDirection;
|
|
float m_flLastTalk;
|
|
bool m_bJustConnected;
|
|
bool m_bContextHelp;
|
|
JoinState m_iJoiningState;
|
|
CBaseEntity *m_pIntroCamera;
|
|
float m_fIntroCamTime;
|
|
float m_fLastMovement;
|
|
bool m_bMissionBriefing;
|
|
bool m_bTeamChanged;
|
|
ModelName m_iModelName;
|
|
int m_iTeamKills;
|
|
IgnoreChatMsg 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[MAX_SUIT_PLAYLIST];
|
|
int m_iSuitPlayNext;
|
|
int m_rgiSuitNoRepeat[MAX_SUIT_NOREPEAT];
|
|
float m_rgflSuitNoRepeatTime[MAX_SUIT_NOREPEAT];
|
|
int m_lastDamageAmount;
|
|
float m_tbdPrev;
|
|
float m_flgeigerRange;
|
|
float m_flgeigerDelay;
|
|
int m_igeigerRangePrev;
|
|
int m_iStepLeft;
|
|
char m_szTextureName[MAX_TEXTURENAME_LENGHT];
|
|
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[MAX_SBAR_STRING];
|
|
int m_lastx;
|
|
int m_lasty;
|
|
int m_nCustomSprayFrames;
|
|
float m_flNextDecalTime;
|
|
char m_szTeamName[MAX_TEAM_NAME_LENGTH];
|
|
|
|
static TYPEDESCRIPTION m_playerSaveData[];
|
|
|
|
/*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];
|
|
|
|
#ifdef BUILD_LATEST
|
|
int m_iLastAccount;
|
|
int m_iLastClientHealth;
|
|
float m_tmNextAccountHealthUpdate;
|
|
#endif
|
|
};
|
|
|
|
CWeaponBox *CreateWeaponBox(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, Vector &origin, Vector &angles, Vector &velocity, float lifeTime, bool packAmmo);
|
|
CWeaponBox *CreateWeaponBox_OrigFunc(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, Vector &origin, Vector &angles, Vector &velocity, float lifeTime, bool packAmmo);
|
|
CItemThighPack *SpawnDefuser(const Vector &vecOrigin, edict_t *pentOwner);
|
|
|
|
class CWShield: public CBaseEntity
|
|
{
|
|
public:
|
|
virtual void Spawn();
|
|
virtual void EXPORT Touch(CBaseEntity *pOther);
|
|
|
|
public:
|
|
void SetCantBePickedUpByUser(CBasePlayer *pPlayer, float time)
|
|
{
|
|
m_hEntToIgnoreTouchesFrom = pPlayer;
|
|
m_flTimeToIgnoreTouches = gpGlobals->time + time;
|
|
}
|
|
|
|
public:
|
|
EntityHandle<CBasePlayer> m_hEntToIgnoreTouchesFrom;
|
|
float m_flTimeToIgnoreTouches;
|
|
};
|
|
|
|
inline bool CBasePlayer::IsReloading() const
|
|
{
|
|
CBasePlayerWeapon *pCurrentWeapon = static_cast<CBasePlayerWeapon *>(m_pActiveItem);
|
|
if (pCurrentWeapon && pCurrentWeapon->m_fInReload)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
inline bool CBasePlayer::HasTimePassedSinceDeath(float duration) const
|
|
{
|
|
return gpGlobals->time > (m_fDeadTime + duration);
|
|
}
|
|
|
|
#ifdef REGAMEDLL_API
|
|
inline CCSPlayer *CBasePlayer::CSPlayer() const {
|
|
return reinterpret_cast<CCSPlayer *>(this->m_pEntity);
|
|
}
|
|
#else // !REGAMEDLL_API
|
|
|
|
// Determine whether player can be gibbed or not
|
|
inline bool CBasePlayer::ShouldGibPlayer(int iGib)
|
|
{
|
|
// Always gib the player regardless of incoming damage
|
|
if (iGib == GIB_ALWAYS)
|
|
return true;
|
|
|
|
// Gib the player if health is below the gib damage threshold
|
|
if (pev->health < GIB_PLAYER_THRESHOLD && iGib != GIB_NEVER)
|
|
return true;
|
|
|
|
// do not gib the player
|
|
return false;
|
|
}
|
|
|
|
#endif // !REGAMEDLL_API
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
|
|
// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected otherwise returns NULL
|
|
// Index is 1 based
|
|
inline CBasePlayer *UTIL_PlayerByIndex(int playerIndex)
|
|
{
|
|
return GET_PRIVATE<CBasePlayer>(INDEXENT(playerIndex));
|
|
}
|
|
|
|
// return true if the given player is valid
|
|
inline bool UTIL_IsValidPlayer(CBaseEntity *pPlayer)
|
|
{
|
|
return pPlayer && !FNullEnt(pPlayer->pev) && !pPlayer->IsDormant();
|
|
}
|
|
|
|
#else
|
|
|
|
inline bool UTIL_IsValidPlayer(CBaseEntity *pPlayer)
|
|
{
|
|
return pPlayer && !FNullEnt(pPlayer->pev);
|
|
}
|
|
|
|
#endif
|
|
|
|
inline CBasePlayer *UTIL_PlayerByIndexSafe(int playerIndex)
|
|
{
|
|
CBasePlayer *pPlayer = nullptr;
|
|
if (likely(playerIndex > 0 && playerIndex <= gpGlobals->maxClients))
|
|
pPlayer = UTIL_PlayerByIndex(playerIndex);
|
|
|
|
return pPlayer;
|
|
}
|
|
|
|
extern CBaseEntity *g_pLastSpawn;
|
|
extern CBaseEntity *g_pLastCTSpawn;
|
|
extern CBaseEntity *g_pLastTerroristSpawn;
|
|
extern BOOL gInitHUD;
|
|
extern cvar_t *sv_aim;
|
|
|
|
void OLD_CheckBuyZone(CBasePlayer *pPlayer);
|
|
void OLD_CheckBombTarget(CBasePlayer *pPlayer);
|
|
void OLD_CheckRescueZone(CBasePlayer *pPlayer);
|
|
|
|
void BuyZoneIcon_Set(CBasePlayer *pPlayer);
|
|
void BuyZoneIcon_Clear(CBasePlayer *pPlayer);
|
|
void BombTargetFlash_Set(CBasePlayer *pPlayer);
|
|
void BombTargetFlash_Clear(CBasePlayer *pPlayer);
|
|
void RescueZoneIcon_Set(CBasePlayer *pPlayer);
|
|
void RescueZoneIcon_Clear(CBasePlayer *pPlayer);
|
|
void EscapeZoneIcon_Set(CBasePlayer *pPlayer);
|
|
void EscapeZoneIcon_Clear(CBasePlayer *pPlayer);
|
|
void EscapeZoneIcon_Set(CBasePlayer *pPlayer);
|
|
void EscapeZoneIcon_Clear(CBasePlayer *pPlayer);
|
|
void VIP_SafetyZoneIcon_Set(CBasePlayer *pPlayer);
|
|
void VIP_SafetyZoneIcon_Clear(CBasePlayer *pPlayer);
|
|
|
|
void SendItemStatus(CBasePlayer *pPlayer);
|
|
const char *GetCSModelName(int item_id);
|
|
Vector VecVelocityForDamage(float flDamage);
|
|
int TrainSpeed(int iSpeed, int iMax);
|
|
void LogAttack(CBasePlayer *pAttacker, CBasePlayer *pVictim, int teamAttack, int healthHit, int armorHit, int newHealth, int newArmor, const char *killer_weapon_name);
|
|
bool CanSeeUseable(CBasePlayer *me, CBaseEntity *pEntity);
|
|
void FixPlayerCrouchStuck(edict_t *pPlayer);
|
|
BOOL IsSpawnPointValid(CBaseEntity *pPlayer, CBaseEntity *pSpot);
|
|
CBaseEntity *FindEntityForward(CBaseEntity *pMe);
|
|
real_t GetPlayerPitch(const edict_t *pEdict);
|
|
real_t 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);
|