mirror of
https://github.com/rehlds/resemiclip.git
synced 2024-12-27 07:05:52 +03:00
626 lines
16 KiB
C++
626 lines
16 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 "pm_materials.h"
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#include "hintmessage.h"
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#include "unisignals.h"
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#define MIN_BUY_TIME 15 // the minimum threshold values for cvar mp_buytime 15 sec's
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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_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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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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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) = 0;
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};
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// Multiplayer intermission spots.
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class CInfoIntermission: public CPointEntity {
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public:
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virtual void Spawn() = 0;
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virtual void Think() = 0;
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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() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Classify() = 0;
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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 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() = 0;
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virtual int ObjectCaps() = 0;
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};
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class CBloodSplat: public CBaseEntity {
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public:
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};
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class CBasePlayer: public CBaseMonster {
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public:
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virtual void Spawn() = 0;
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virtual void Precache() = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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virtual int Classify() = 0;
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
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virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
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virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
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virtual void AddPoints(int score, BOOL bAllowNegativeScore) = 0;
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virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) = 0;
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virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) = 0;
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virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) = 0;
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virtual int GiveAmmo(int iAmount, char *szName, int iMax = -1) = 0;
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virtual void StartSneaking() = 0;
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virtual void UpdateOnRemove() = 0;
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virtual BOOL IsSneaking() = 0;
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virtual BOOL IsAlive() = 0;
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virtual BOOL IsPlayer() = 0;
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virtual BOOL IsNetClient() = 0;
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virtual const char *TeamID() = 0;
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virtual BOOL FBecomeProne() = 0;
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virtual Vector BodyTarget(const Vector &posSrc) = 0;
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virtual int Illumination() = 0;
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virtual BOOL ShouldFadeOnDeath() = 0;
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virtual void ResetMaxSpeed() = 0;
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virtual void Jump() = 0;
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virtual void Duck() = 0;
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virtual void PreThink() = 0;
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virtual void PostThink() = 0;
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virtual Vector GetGunPosition() = 0;
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virtual BOOL IsBot() = 0;
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virtual void UpdateClientData() = 0;
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virtual void ImpulseCommands() = 0;
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virtual void RoundRespawn() = 0;
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virtual Vector GetAutoaimVector(float flDelta) = 0;
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virtual void Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha) = 0;
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virtual void OnTouchingWeapon(CWeaponBox *pWeapon) = 0;
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public:
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static CBasePlayer *Instance(edict_t *pent) { return (CBasePlayer *)GET_PRIVATE(pent ? pent : 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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int IsObserver() { return pev->iuser1; }
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void SetWeaponAnimType(const char *szExtention) { strcpy(m_szAnimExtention, szExtention); }
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bool IsProtectedByShield() { return m_bOwnsShield && m_bShieldDrawn; }
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bool IsReloading() const;
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bool IsBlind() const { return (m_blindUntilTime > gpGlobals->time); }
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bool IsAutoFollowAllowed() const { return (gpGlobals->time > m_allowAutoFollowTime); }
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void InhibitAutoFollow(float duration) { m_allowAutoFollowTime = gpGlobals->time + duration; }
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void AllowAutoFollow() { m_allowAutoFollowTime = 0; }
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void SetObserverAutoDirector(bool val) { m_bObserverAutoDirector = val; }
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bool CanSwitchObserverModes() const { return m_canSwitchObserverModes; }
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CCSPlayer *CSPlayer() const;
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// templates
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template<typename Functor>
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CBasePlayerItem *ForEachItem(int slot, const Functor &func)
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{
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auto item = m_rgpPlayerItems[ slot ];
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while (item)
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{
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if (func(item))
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return item;
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item = item->m_pNext;
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}
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return nullptr;
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}
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template<typename Functor>
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CBasePlayerItem *ForEachItem(const Functor &func)
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{
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for (auto item : m_rgpPlayerItems)
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{
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while (item)
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{
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if (func(item))
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return item;
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item = item->m_pNext;
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}
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}
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return nullptr;
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}
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public:
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enum { MaxLocationLen = 32 };
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int random_seed;
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unsigned short m_usPlayerBleed;
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EHANDLE m_hObserverTarget;
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float m_flNextObserverInput;
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int m_iObserverWeapon;
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int m_iObserverC4State;
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bool m_bObserverHasDefuser;
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int m_iObserverLastMode;
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float m_flFlinchTime;
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float m_flAnimTime;
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bool m_bHighDamage;
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float m_flVelocityModifier;
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int m_iLastZoom;
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bool m_bResumeZoom;
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float m_flEjectBrass;
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ArmorType m_iKevlar;
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bool m_bNotKilled;
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TeamName m_iTeam;
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int m_iAccount;
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bool m_bHasPrimary;
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float m_flDeathThrowTime;
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int m_iThrowDirection;
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float m_flLastTalk;
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bool m_bJustConnected;
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bool m_bContextHelp;
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JoinState m_iJoiningState;
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CBaseEntity *m_pIntroCamera;
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float m_fIntroCamTime;
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float m_fLastMovement;
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bool m_bMissionBriefing;
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bool m_bTeamChanged;
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ModelName m_iModelName;
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int m_iTeamKills;
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int m_iIgnoreGlobalChat;
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bool m_bHasNightVision;
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bool m_bNightVisionOn;
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Vector m_vRecentPath[MAX_RECENT_PATH];
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float m_flIdleCheckTime;
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float m_flRadioTime;
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int m_iRadioMessages;
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bool m_bIgnoreRadio;
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bool m_bHasC4;
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bool m_bHasDefuser;
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bool m_bKilledByBomb;
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Vector m_vBlastVector;
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bool m_bKilledByGrenade;
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CHintMessageQueue m_hintMessageQueue;
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int m_flDisplayHistory;
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_Menu m_iMenu;
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int m_iChaseTarget;
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CBaseEntity *m_pChaseTarget;
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float m_fCamSwitch;
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bool m_bEscaped;
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bool m_bIsVIP;
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float m_tmNextRadarUpdate;
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Vector m_vLastOrigin;
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int m_iCurrentKickVote;
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float m_flNextVoteTime;
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bool m_bJustKilledTeammate;
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int m_iHostagesKilled;
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int m_iMapVote;
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bool m_bCanShoot;
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float m_flLastFired;
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float m_flLastAttackedTeammate;
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bool m_bHeadshotKilled;
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bool m_bPunishedForTK;
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bool m_bReceivesNoMoneyNextRound;
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int m_iTimeCheckAllowed;
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bool m_bHasChangedName;
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char m_szNewName[MAX_PLAYER_NAME_LENGTH];
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bool m_bIsDefusing;
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float m_tmHandleSignals;
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CUnifiedSignals m_signals;
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edict_t *m_pentCurBombTarget;
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int m_iPlayerSound;
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int m_iTargetVolume;
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int m_iWeaponVolume;
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int m_iExtraSoundTypes;
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int m_iWeaponFlash;
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float m_flStopExtraSoundTime;
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float m_flFlashLightTime;
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int m_iFlashBattery;
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int m_afButtonLast;
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int m_afButtonPressed;
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int m_afButtonReleased;
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edict_t *m_pentSndLast;
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float m_flSndRoomtype;
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float m_flSndRange;
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float m_flFallVelocity;
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int m_rgItems[MAX_ITEMS];
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int m_fNewAmmo;
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unsigned int m_afPhysicsFlags;
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float m_fNextSuicideTime;
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float m_flTimeStepSound;
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float m_flTimeWeaponIdle;
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float m_flSwimTime;
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float m_flDuckTime;
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float m_flWallJumpTime;
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float m_flSuitUpdate;
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int m_rgSuitPlayList[CSUITPLAYLIST];
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int m_iSuitPlayNext;
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int m_rgiSuitNoRepeat[CSUITNOREPEAT];
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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];
|
|
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() = 0;
|
|
virtual void Touch(CBaseEntity *pOther) = 0;
|
|
public:
|
|
void SetCantBePickedUpByUser(CBaseEntity *pEntity, float time) { m_hEntToIgnoreTouchesFrom = pEntity; m_flTimeToIgnoreTouches = gpGlobals->time + time; }
|
|
public:
|
|
EHANDLE m_hEntToIgnoreTouchesFrom;
|
|
float m_flTimeToIgnoreTouches;
|
|
};
|
|
|
|
inline bool CBasePlayer::IsReloading() const
|
|
{
|
|
CBasePlayerWeapon *weapon = static_cast<CBasePlayerWeapon *>(m_pActiveItem);
|
|
if (weapon && weapon->m_fInReload)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline CCSPlayer *CBasePlayer::CSPlayer() const {
|
|
return reinterpret_cast<CCSPlayer *>(this->m_pEntity);
|
|
}
|
|
|
|
// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected otherwise returns NULL
|
|
// Index is 1 based
|
|
inline CBasePlayer *UTIL_PlayerByIndex(int playerIndex)
|
|
{
|
|
return (CBasePlayer *)GET_PRIVATE(INDEXENT(playerIndex));
|
|
}
|
|
|
|
inline CBasePlayer *UTIL_PlayerByIndexSafe(int playerIndex)
|
|
{
|
|
CBasePlayer *player = nullptr;
|
|
if (likely(playerIndex > 0 && playerIndex <= gpGlobals->maxClients))
|
|
player = UTIL_PlayerByIndex(playerIndex);
|
|
|
|
return player;
|
|
}
|