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189 lines
6.9 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include <API/CSPlayerItem.h>
#include <API/CSPlayerWeapon.h>
#include <utlarray.h>
enum WeaponInfiniteAmmoMode
{
WPNMODE_INFINITE_CLIP = 1,
WPNMODE_INFINITE_BPAMMO
};
class CCSPlayer: public CCSMonster
{
DECLARE_CLASS_TYPES(CCSPlayer, CCSMonster);
public:
CCSPlayer() :
m_bForceShowMenu(false),
m_flRespawnPending(0),
m_flSpawnProtectionEndTime(0),
m_iWeaponInfiniteAmmo(0),
m_iWeaponInfiniteIds(0),
m_bCanShootOverride(false),
m_bGameForcingRespawn(false),
m_bAutoBunnyHopping(false),
m_bMegaBunnyJumping(false),
m_bPlantC4Anywhere(false),
m_bSpawnProtectionEffects(false),
m_flJumpHeight(0),
m_flLongJumpHeight(0),
m_flLongJumpForce(0),
m_flDuckSpeedMultiplier(0),
m_iUserID(-1)
{
m_szModel[0] = '\0';
// Resets the kill history for this player
for (int i = 0; i < MAX_CLIENTS; i++)
{
m_iNumKilledByUnanswered[i] = 0;
m_bPlayerDominated[i] = false;
}
}
virtual bool IsConnected() const = 0;
virtual void SetAnimation(PLAYER_ANIM playerAnim) = 0;
virtual void AddAccount(int amount, RewardType type = RT_NONE, bool bTrackChange = true) = 0;
virtual CBaseEntity *GiveNamedItem(const char *pszName) = 0;
virtual CBaseEntity *GiveNamedItemEx(const char *pszName) = 0;
virtual void GiveDefaultItems() = 0;
virtual void GiveShield(bool bDeploy = true) = 0;
virtual CBaseEntity *DropShield(bool bDeploy = true) = 0;
virtual CBaseEntity *DropPlayerItem(const char *pszItemName) = 0;
virtual bool RemoveShield() = 0;
virtual void RemoveAllItems(bool bRemoveSuit) = 0;
virtual bool RemovePlayerItem(const char* pszItemName) = 0;
virtual void SetPlayerModel(bool bHasC4) = 0;
virtual void SetPlayerModelEx(const char *modelName) = 0;
virtual void SetNewPlayerModel(const char *modelName) = 0;
virtual void ClientCommand(const char *cmd, const char *arg1 = nullptr, const char *arg2 = nullptr, const char *arg3 = nullptr) = 0;
virtual void SetProgressBarTime(int time) = 0;
virtual void SetProgressBarTime2(int time, float timeElapsed) = 0;
virtual struct edict_s *EntSelectSpawnPoint() = 0;
virtual void SetBombIcon(bool bFlash = false) = 0;
virtual void SetScoreAttrib(CBasePlayer *dest) = 0;
virtual void SendItemStatus() = 0;
virtual void ReloadWeapons(CBasePlayerItem *pWeapon = nullptr, bool bForceReload = false, bool bForceRefill = false) = 0;
virtual void Observer_SetMode(int iMode) = 0;
virtual bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot) = 0;
virtual bool SwitchWeapon(CBasePlayerItem *pWeapon) = 0;
virtual void SwitchTeam() = 0;
virtual bool JoinTeam(TeamName team) = 0;
virtual void StartObserver(Vector& vecPosition, Vector& vecViewAngle) = 0;
virtual void TeamChangeUpdate() = 0;
virtual void DropSecondary() = 0;
virtual void DropPrimary() = 0;
virtual bool HasPlayerItem(CBasePlayerItem *pCheckItem) = 0;
virtual bool HasNamedPlayerItem(const char *pszItemName) = 0;
virtual CBasePlayerItem *GetItemById(WeaponIdType weaponID) = 0;
virtual CBasePlayerItem *GetItemByName(const char *itemName) = 0;
virtual void Disappear() = 0;
virtual void MakeVIP() = 0;
virtual bool MakeBomber() = 0;
virtual void ResetSequenceInfo() = 0;
virtual void StartDeathCam() = 0;
virtual bool RemovePlayerItemEx(const char* pszItemName, bool bRemoveAmmo) = 0;
virtual void SetSpawnProtection(float flProtectionTime) = 0;
virtual void RemoveSpawnProtection() = 0;
virtual bool HintMessageEx(const char *pMessage, float duration = 6.0f, bool bDisplayIfPlayerDead = false, bool bOverride = false) = 0;
virtual void Reset() = 0;
virtual void OnSpawnEquip(bool addDefault = true, bool equipGame = true) = 0;
virtual void SetScoreboardAttributes(CBasePlayer *destination = nullptr) = 0;
virtual void Observer_FindNextPlayer(bool bReverse, const char *name = nullptr) = 0;
virtual void TakeDamageImpulse(CBasePlayer *pAttacker, float flKnockbackForce, float flVelModifier) = 0;
CBasePlayer *BasePlayer() const;
public:
enum EProtectionState
{
ProtectionSt_NoSet,
ProtectionSt_Active,
ProtectionSt_Expired,
};
EProtectionState GetProtectionState() const;
bool CheckActivityInGame();
public:
char m_szModel[32];
bool m_bForceShowMenu;
float m_flRespawnPending;
float m_flSpawnProtectionEndTime;
Vector m_vecOldvAngle;
int m_iWeaponInfiniteAmmo;
int m_iWeaponInfiniteIds;
bool m_bCanShootOverride;
bool m_bGameForcingRespawn;
bool m_bAutoBunnyHopping;
bool m_bMegaBunnyJumping;
bool m_bPlantC4Anywhere;
bool m_bSpawnProtectionEffects;
double m_flJumpHeight;
double m_flLongJumpHeight;
double m_flLongJumpForce;
double m_flDuckSpeedMultiplier;
int m_iUserID;
struct CDamageRecord_t
{
float flDamage = 0.0f;
float flFlashDurationTime = 0.0f;
int userId = -1;
};
using DamageList_t = CUtlArray<CDamageRecord_t, MAX_CLIENTS>;
DamageList_t m_DamageList; // A unified array of recorded damage that includes giver and taker in each entry
DamageList_t &GetDamageList() { return m_DamageList; }
int m_iNumKilledByUnanswered[MAX_CLIENTS]; // [0-31] how many unanswered kills this player has been dealt by each other player
bool m_bPlayerDominated[MAX_CLIENTS]; // [0-31] array of state per other player whether player is dominating other players
};
// Inlines
inline CBasePlayer *CCSPlayer::BasePlayer() const
{
return reinterpret_cast<CBasePlayer *>(this->m_pContainingEntity);
}
inline CCSPlayer::EProtectionState CCSPlayer::GetProtectionState() const
{
// no protection set
if (m_flSpawnProtectionEndTime <= 0.0f)
return ProtectionSt_NoSet;
// check if end time of protection isn't expired yet
if (m_flSpawnProtectionEndTime >= gpGlobals->time)
return ProtectionSt_Active;
// has expired
return ProtectionSt_Expired;
}