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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// player.h: Class definition of the player.
#pragma once
#include "g_local.h"
#include "vector.h"
#include "entity.h"
#include "weapon.h"
#include "sentient.h"
#include "navigate.h"
#include "misc.h"
#include "bspline.h"
#include "camera.h"
#include "specialfx.h"
#include "characterstate.h"
#include "actor.h"
#include "vehicle.h"
#include "dm_manager.h"
#include "scriptdelegate.h"
extern Event EV_Player_EndLevel;
extern Event EV_Player_GiveCheat;
extern Event EV_Player_GodCheat;
extern Event EV_Player_NoTargetCheat;
extern Event EV_Player_NoClipCheat;
extern Event EV_Player_GameVersion;
extern Event EV_Player_Fov;
extern Event EV_Player_WhatIs;
extern Event EV_Player_Respawn;
extern Event EV_Player_WatchActor;
extern Event EV_Player_StopWatchingActor;
extern Event EV_Player_DoStats;
extern Event EV_Player_EnterIntermission;
extern Event EV_GetViewangles;
extern Event EV_SetViewangles;
extern Event EV_Player_AutoJoinDMTeam;
extern Event EV_Player_JoinDMTeam;
extern Event EV_Player_Respawn;
extern Event EV_Player_PrimaryDMWeapon;
extern Event EV_Player_StuffText;
enum painDirection_t {
PAIN_NONE,
PAIN_FRONT,
PAIN_LEFT,
PAIN_RIGHT,
PAIN_REAR
};
typedef enum {
ANIMSLOT_PAIN = 4,
ANIMSLOT_TESTANIM = 7
} playerAnimSlot_t;
typedef enum {
PVT_NONE_SET,
PVT_ALLIED_START,
PVT_ALLIED_AIRBORNE,
PVT_ALLIED_MANON,
PVT_ALLIED_SAS,
PVT_ALLIED_PILOT,
PVT_ALLIED_ARMY,
PVT_ALLIED_RANGER,
PVT_ALLIED_AMERICAN,
PVT_ALLIED_BRITISH,
PVT_ALLIED_RUSSIAN,
PVT_ALLIED_END,
PVT_AXIS_START,
PVT_AXIS_AXIS1,
PVT_AXIS_GERMAN = PVT_AXIS_AXIS1,
PVT_AXIS_AXIS2,
PVT_AXIS_ITALIAN = PVT_AXIS_AXIS2,
PVT_AXIS_AXIS3,
PVT_AXIS_AXIS4,
PVT_AXIS_AXIS5,
PVT_AXIS_END
} voicetype_t;
typedef enum jailstate_e {
JAILSTATE_NONE,
JAILSTATE_ESCAPE,
JAILSTATE_ASSIST_ESCAPE
} jailstate_t;
typedef enum nationality_e {
NA_NONE,
NA_AMERICAN,
NA_BRITISH,
NA_RUSSIAN,
NA_GERMAN,
NA_ITALIAN
} nationality_t;
typedef void (Player::*movecontrolfunc_t)(void);
typedef struct vma_s {
str name;
float speed;
} vma_t;
#define MAX_SPEED_MULTIPLIERS 4
#define MAX_ANIM_SLOT 16
#define MAX_TRAILS 2
class Player : public Sentient
{
friend class Camera;
friend class Vehicle;
friend class TurretGun;
friend class VehicleTurretGun;
private:
static Condition<Player> m_conditions[];
static movecontrolfunc_t MoveStartFuncs[];
StateMap *statemap_Legs;
StateMap *statemap_Torso;
State *currentState_Legs;
State *currentState_Torso;
str last_torso_anim_name;
str last_leg_anim_name;
str partAnim[2];
int m_iPartSlot[2];
float m_fPartBlends[2];
str partOldAnim[2];
float partBlendMult[2];
str m_sPainAnim;
float m_fPainBlend;
bool animdone_Legs;
bool animdone_Torso;
bool animdone_Pain;
Container<Conditional *> legs_conditionals;
Container<Conditional *> torso_conditionals;
Conditional *m_pLegsPainCond;
Conditional *m_pTorsoPainCond;
float m_fLastDeltaTime;
movecontrol_t movecontrol;
int m_iMovePosFlags;
int last_camera_type;
Vector oldvelocity;
Vector old_v_angle;
Vector oldorigin;
float animspeed;
float airspeed;
Vector m_vPushVelocity;
// blend
float blend[4];
float fov;
float selectedfov;
qboolean m_iInZoomMode;
// aiming direction
Vector v_angle;
int buttons;
int new_buttons;
int server_new_buttons;
float respawn_time;
int last_attack_button;
// damage blend
float damage_blood;
float damage_alpha;
Vector damage_blend;
Vector damage_from;
Vector damage_angles;
float damage_count;
float damage_yaw;
float next_painsound_time;
str waitForState;
SafePtr<Camera> camera;
SafePtr<Camera> actor_camera;
SimpleActorPtr actor_to_watch;
qboolean actor_camera_right;
qboolean starting_actor_camera_right;
// music stuff
int music_current_mood;
int music_fallback_mood;
float music_current_volume;
float music_saved_volume;
float music_volume_fade_time;
int reverb_type;
float reverb_level;
qboolean gibbed;
float pain;
painDirection_t pain_dir;
meansOfDeath_t pain_type;
int pain_location;
bool take_pain;
int nextpaintime;
float m_fMineDist;
float m_fMineCheckTime;
str m_sDmPrimary;
bool m_bIsInJail;
bool knockdown;
bool canfall;
bool falling;
int feetfalling;
Vector falldir;
bool mediumimpact;
bool hardimpact;
qboolean music_forced;
usercmd_t last_ucmd;
usereyes_t last_eyeinfo;
// movement variables
float animheight;
Vector yaw_forward;
Vector yaw_left;
SafePtr<Entity> atobject;
float atobject_dist;
Vector atobject_dir;
SafePtr<Entity> toucheduseanim;
int useanim_numloops;
SafePtr<Entity> useitem_in_use;
float move_left_vel;
float move_right_vel;
float move_backward_vel;
float move_forward_vel;
float move_up_vel;
float move_down_vel;
int moveresult;
float damage_multiplier;
//
// Talking
//
voicetype_t m_voiceType;
float m_fTalkTime;
int num_deaths;
int num_kills;
int num_won_matches;
int num_lost_matches;
int num_team_kills;
int m_iLastNumTeamKills;
bool m_bTempSpectator;
bool m_bSpectator;
bool m_bSpectatorSwitching;
bool m_bAllowFighting;
bool m_bReady;
int m_iPlayerSpectating;
teamtype_t dm_team;
class SafePtr<DM_Team> current_team;
float m_fTeamSelectTime;
class PlayerStart *m_pLastSpawnpoint;
//
// Vote
///
bool voted;
int votecount;
float m_fLastVoteTime;
float m_fNextVoteOptionTime;
float m_fWeapSelectTime;
float fAttackerDispTime;
SafePtr<Entity> pAttackerDistPointer;
int m_iInfoClient;
int m_iInfoClientHealth;
float m_fInfoClientTime;
bool m_bDeathSpectator;
jailstate_t m_jailstate;
#ifdef OPM_FEATURES
bool m_bShowingHint;
#endif
public:
MulticastDelegate<void(const str& text)> delegate_stufftext;
MulticastDelegate<void()> delegate_spawned;
static ScriptDelegate scriptDelegate_connected;
static ScriptDelegate scriptDelegate_disconnecting;
static ScriptDelegate scriptDelegate_spawned;
static ScriptDelegate scriptDelegate_damage;
static ScriptDelegate scriptDelegate_kill;
static ScriptDelegate scriptDelegate_textMessage;
public:
int m_iNumObjectives;
int m_iObjectivesCompleted;
str m_sPerferredWeaponOverride;
float m_fHealRate;
Vector m_vViewPos;
Vector m_vViewAng;
Vector mvTrail[MAX_TRAILS];
Vector mvTrailEyes[MAX_TRAILS];
int mCurTrailOrigin;
int mLastTrailTime;
int m_iNumHitsTaken;
int m_iNumEnemiesKilled;
int m_iNumObjectsDestroyed;
int m_iNumShotsFired;
int m_iNumHits;
int m_iNumHeadShots;
int m_iNumTorsoShots;
int m_iNumLeftLegShots;
int m_iNumRightLegShots;
int m_iNumGroinShots;
int m_iNumLeftArmShots;
int m_iNumRightArmShots;
float m_fLastSprintTime;
bool m_bHasJumped;
float m_fLastInvulnerableTime;
int m_iInvulnerableTimeRemaining;
float m_fInvulnerableTimeElapsed;
float m_fSpawnTimeLeft;
bool m_bWaitingForRespawn;
bool m_bShouldRespawn;
//
// Added in OPM
//
str m_sVision; // current vision
str m_sStateFile; // custom statefile
bool m_bFrozen; // if player is frozen
float speed_multiplier[MAX_SPEED_MULTIPLIERS];
ScriptThreadLabel m_killedLabel;
bool m_bConnected;
str m_lastcommand;
//
// View model animation
//
bool animDoneVM;
con_map<str, vma_t> vmalist;
str m_sVMAcurrent;
str m_sVMcurrent;
float m_fVMAtime;
dtiki_t *m_fpsTiki;
private:
int m_iInstantMessageTime;
int m_iTextChatTime;
public:
qboolean CondTrue(Conditional& condition);
qboolean CondChance(Conditional& condition);
qboolean CondHealth(Conditional& condition);
qboolean CondPain(Conditional& condition);
qboolean CondBlocked(Conditional& condition);
qboolean CondOnGround(Conditional& condition);
qboolean CondHasWeapon(Conditional& condition);
qboolean CondNewWeapon(Conditional& condition);
qboolean CondImmediateSwitch(Conditional& condition);
qboolean CondUseWeapon(Conditional& condition);
qboolean CondUseWeaponClass(Conditional& condition);
qboolean CondWeaponActive(Conditional& condition);
qboolean CondWeaponClassActive(Conditional& condition);
qboolean CondWeaponCurrentFireAnim(Conditional& condition); // mohaas
qboolean CondWeaponReadyToFire(Conditional& condition);
qboolean CondWeaponClassReadyToFire(Conditional& condition);
qboolean CondUsingVehicle(Conditional& condition);
qboolean CondVehicleType(Conditional& condition);
qboolean CondIsPassenger(Conditional& condition);
qboolean CondIsDriver(Conditional& condition);
qboolean CondUsingTurret(Conditional& condition);
qboolean CondIsEscaping(Conditional& condition); // mohaab
qboolean CondAbleToDefuse(Conditional& condition); // mohaab
qboolean CondCanPlaceLandmine(Conditional& condition); // mohaab
qboolean CondOnLandmine(Conditional& condition); // mohaab
qboolean CondNearLandmine(Conditional& condition); // mohaab
void MeasureLandmineDistances(); // mohaab
qboolean CondIsAssistingEscape(Conditional& condition); // mohaab
qboolean CondTurretType(Conditional& condition);
qboolean CondWeaponReadyToFireNoSound(Conditional& condition);
qboolean CondPutAwayMain(Conditional& condition);
qboolean CondPutAwayOffHand(Conditional& condition);
qboolean CondAnyWeaponActive(Conditional& condition);
qboolean CondAttackBlocked(Conditional& condition);
qboolean CondBlockDelay(Conditional& condition);
qboolean CondMuzzleClear(Conditional& condition);
qboolean CondWeaponHasAmmo(Conditional& condition);
qboolean CondWeaponHasAmmoInClip(Conditional& condition);
qboolean CondReload(Conditional& condition);
qboolean CondWeaponsHolstered(Conditional& condition);
qboolean CondWeaponIsItem(Conditional& condition);
qboolean CondNewWeaponIsItem(Conditional& condition);
qboolean CondSemiAuto(Conditional& condition);
qboolean CondMinChargeTime(Conditional& condition);
qboolean CondMaxChargeTime(Conditional& condition);
qboolean CondPositionType(Conditional& condition);
qboolean CondMovementType(Conditional& condition);
qboolean CondRun(Conditional& condition);
qboolean CondUse(Conditional& condition);
qboolean CondTurnLeft(Conditional& condition);
qboolean CondTurnRight(Conditional& condition);
qboolean CondForward(Conditional& condition);
qboolean CondBackward(Conditional& condition);
qboolean CondStrafeLeft(Conditional& condition);
qboolean CondStrafeRight(Conditional& condition);
qboolean CondJump(Conditional& condition);
qboolean CondCrouch(Conditional& condition);
qboolean CondJumpFlip(Conditional& condition);
qboolean CondAnimDoneLegs(Conditional& condition);
qboolean CondAnimDoneTorso(Conditional& condition);
qboolean CondActionAnimDone(Conditional& condition);
qboolean CondCanTurn(Conditional& condition);
qboolean CondLeftVelocity(Conditional& condition);
qboolean CondRightVelocity(Conditional& condition);
qboolean CondBackwardVelocity(Conditional& condition);
qboolean CondForwardVelocity(Conditional& condition);
qboolean CondUpVelocity(Conditional& condition);
qboolean CondDownVelocity(Conditional& condition);
qboolean CondHasVelocity(Conditional& condition);
qboolean Cond22DegreeSlope(Conditional& condition);
qboolean Cond45DegreeSlope(Conditional& condition);
qboolean CondRightLegHigh(Conditional& condition);
qboolean CondLeftLegHigh(Conditional& condition);
qboolean CondCanFall(Conditional& condition);
qboolean CondAtDoor(Conditional& condition);
qboolean CondFalling(Conditional& condition);
qboolean CondMediumImpact(Conditional& condition);
qboolean CondHardImpact(Conditional& condition);
qboolean CondDead(Conditional& condition);
qboolean CondPainType(Conditional& condition);
qboolean CondPainDirection(Conditional& condition);
qboolean CondPainLocation(Conditional& condition);
qboolean CondPainThreshold(Conditional& condition);
qboolean CondKnockDown(Conditional& condition);
qboolean CondLegsState(Conditional& condition);
qboolean CondTorsoState(Conditional& condition);
qboolean CondAtUseAnim(Conditional& condition);
qboolean CondTouchUseAnim(Conditional& condition);
qboolean CondUseAnimFinished(Conditional& condition);
qboolean CondAtUseObject(Conditional& condition);
qboolean CondLoopUseObject(Conditional& condition);
qboolean CondPush(Conditional& condition);
qboolean CondPull(Conditional& condition);
qboolean CondLadder(Conditional& condition);
qboolean CondLookingUp(Conditional& condition);
qboolean CondTopOfLadder(Conditional& condition);
qboolean CondOnLadder(Conditional& condition);
qboolean CondCanClimbUpLadder(Conditional& condition);
qboolean CondCanClimbDownLadder(Conditional& condition);
qboolean CondCanGetOffLadderTop(Conditional& condition);
qboolean CondCanGetOffLadderBottom(Conditional& condition);
qboolean CondCanStand(Conditional& condition);
qboolean CondFacingUpSlope(Conditional& condition);
qboolean CondFacingDownSlope(Conditional& condition);
qboolean CondSolidForward(Conditional& condition);
qboolean CondStateName(Conditional& condition);
qboolean CondGroundEntity(Conditional& condition);
qboolean CondCheckHeight(Conditional& condition);
qboolean CondViewInWater(Conditional& condition);
qboolean CondDuckedViewInWater(Conditional& condition);
qboolean CondCheckMovementSpeed(Conditional& condition); // mohaas
qboolean CondAttackPrimary(Conditional& condition);
qboolean CondAttackSecondary(Conditional& condition);
qboolean CondAttackButtonPrimary(Conditional& condition);
qboolean CondAttackButtonSecondary(Conditional& condition);
//
// Added in OPM
//====
qboolean CondClientCommand(Conditional& condition);
qboolean CondVariable(Conditional& condition);
qboolean CondAnimDoneVM(Conditional& condition);
qboolean CondVMAnim(Conditional& condition);
//====
// movecontrol functions
void StartPush(void);
void StartClimbLadder(void);
void StartUseAnim(void);
void StartLoopUseAnim(void);
void SetupUseObject(void);
void StartUseObject(Event *ev);
void FinishUseObject(Event *ev);
void FinishUseAnim(Event *ev);
void Turn(Event *ev);
void TurnUpdate(Event *ev);
void TurnLegs(Event *ev);
CLASS_PROTOTYPE(Player);
Player();
~Player();
void Init(void);
void InitSound(void);
void InitEdict(void);
void InitClient(void);
void InitPhysics(void);
void InitPowerups(void);
void InitWorldEffects(void);
void InitMaxAmmo(void);
void InitWeapons(void);
void InitView(void);
void InitModel(void);
void InitState(void);
void InitHealth(void);
void InitInventory(void);
void InitDeathmatch(void);
void InitStats(void);
//=======
// Added in 2.30
bool QueryLandminesAllowed() const;
void EnsurePlayerHasAllowedWeapons();
void EquipWeapons();
//=======
void EquipWeapons_ver8();
void ChooseSpawnPoint(void);
void EndLevel(Event *ev);
void Respawn(Event *ev);
void SetDeltaAngles(void) override;
void setAngles(Vector ang) override;
void SetViewangles(Event *ev);
void GetViewangles(Event *ev);
void DoUse(Event *ev);
void Obituary(Entity *attacker, Entity *inflictor, int meansofdeath, int iLocation);
void Killed(Event *ev) override;
void Dead(Event *ev);
void Pain(Event *ev);
// ladder stuff
void AttachToLadder(Event *ev);
void UnattachFromLadder(Event *ev);
void TweakLadderPos(Event *ev);
void EnsureOverLadder(Event *ev);
void EnsureForwardOffLadder(Event *ev);
void TouchStuff(pmove_t *pm);
//====
// Added in 2.30
void EventForceLandmineMeasure(Event *ev) override;
str GetCurrentDMWeaponType() const;
//====
void GetMoveInfo(pmove_t *pm);
void SetMoveInfo(pmove_t *pm, usercmd_t *ucmd);
pmtype_t GetMovePlayerMoveType(void);
void ClientMove(usercmd_t *ucmd);
void VehicleMove(usercmd_t *ucmd);
void TurretMove(usercmd_t *ucmd);
void CheckMoveFlags(void);
void ClientInactivityTimer(void);
void ClientThink(void) override;
void UpdateEnemies(void);
void InitLegsStateTable(void);
void InitTorsoStateTable(void);
void LoadStateTable(void);
void ResetState(Event *ev);
void EvaluateState(State *forceTorso = NULL, State *forceLegs = NULL);
void CheckGround(void) override;
void UpdateViewAngles(usercmd_t *cmd);
qboolean AnimMove(Vector& move, Vector *endpos = NULL);
qboolean TestMove(Vector& pos, Vector *endpos = NULL);
qboolean CheckMove(Vector& move, Vector *endpos = NULL);
float CheckMoveDist(Vector& delta);
float TestMoveDist(Vector& pos);
void EndAnim_Legs(Event *ev);
void EndAnim_Torso(Event *ev);
void EndAnim_Pain(Event *ev);
void SetPartAnim(const char *anim, bodypart_t slot = legs);
void StopPartAnimating(bodypart_t part);
void PausePartAnim(bodypart_t part);
int CurrentPartAnim(bodypart_t part) const;
void AdjustAnimBlends(void);
void PlayerAnimDelta(float *vDelta);
void TouchedUseAnim(Entity *ent);
void SelectPreviousItem(Event *ev);
void SelectNextItem(Event *ev);
void SelectPreviousWeapon(Event *ev);
void SelectNextWeapon(Event *ev);
void DropCurrentWeapon(Event *ev);
void PlayerReload(Event *ev);
void EventCorrectWeaponAttachments(Event *ev);
void GiveCheat(Event *ev);
void GiveWeaponCheat(Event *ev);
void GiveAllCheat(Event *ev);
void GiveNewWeaponsCheat(Event *ev); // Added in 2.0
void GodCheat(Event *ev);
void FullHeal(Event *ev);
void NoTargetCheat(Event *ev);
void NoclipCheat(Event *ev);
void Kill(Event *ev);
void SpawnEntity(Event *ev);
void SpawnActor(Event *ev);
void ListInventoryEvent(Event *ev);
void EventGetIsEscaping(Event *ev);
void EventJailEscapeStop(Event *ev);
void EventJailAssistEscape(Event *ev);
void EventJailEscape(Event *ev);
void EventTeleport(Event *ev);
void EventFace(Event *ev);
void EventCoord(Event *ev);
void EventTestAnim(Event *ev);
void GameVersion(Event *ev);
void EventSetSelectedFov(Event *ev);
void SetSelectedFov(float newFov);
void GetPlayerView(Vector *pos, Vector *angle);
float CalcRoll(void);
void WorldEffects(void);
void AddBlend(float r, float g, float b, float a);
void CalcBlend(void) override;
void DamageFeedback(void);
void CopyStats(Player *player);
void UpdateStats(void);
void UpdateMusic(void);
void UpdateReverb(void);
void UpdateMisc(void);
void SetReverb(str type, float level);
void SetReverb(int type, float level);
void SetReverb(Event *ev);
Camera *CurrentCamera(void);
void SetCamera(Camera *ent, float switchTime);
void CameraCut(void);
void CameraCut(Camera *ent);
void SetPlayerView(
Camera *camera,
Vector position,
float cameraoffset,
Vector ang,
Vector vel,
float camerablend[4],
float camerafov
);
void SetupView(void);
void ProcessPmoveEvents(int event);
void PlayerAngles(void);
void FinishMove(void);
void EndFrame(void) override;
void TestThread(Event *ev);
Vector EyePosition(void) override;
Vector GunTarget(bool bNoCollision, const vec3_t position, const vec3_t forward) override;
void GotKill(Event *ev);
void SetPowerupTimer(Event *ev);
void UpdatePowerupTimer(Event *ev);
void WhatIs(Event *ev);
void ActorInfo(Event *ev);
void Taunt(Event *ev);
void ChangeMusic(const char *current, const char *fallback, qboolean force);
void ChangeMusicVolume(float volume, float fade_time);
void RestoreMusicVolume(float fade_time);
void Archive(Archiver& arc) override;
void ArchivePersistantData(Archiver& arc);
void KillEnt(Event *ev);
void RemoveEnt(Event *ev);
void KillClass(Event *ev);
void RemoveClass(Event *ev);
void addOrigin(Vector org) override;
void Jump(Event *ev);
void JumpXY(Event *ev);
void SetViewAngles(Vector angles) override;
void SetTargetViewAngles(Vector angles) override;
Vector GetViewAngles(void) override { return v_angle; };
void SetFov(float newFov);
float GetFov() const;
void ToggleZoom(int iZoom);
void ZoomOff(void);
void ZoomOffEvent(Event *ev);
qboolean IsZoomed(void);
void SafeZoomed(Event *ev);
void DumpState(Event *ev);
void ForceLegsState(Event *ev);
void ForceTorsoState(Event *ev);
Vector GetAngleToTarget(Entity *ent, str tag, float yawclamp, float pitchclamp, Vector baseangles);
void AutoAim(void);
void AcquireTarget(void);
void RemoveTarget(Entity *ent_to_remove);
void DebugWeaponTags(int controller_tag, Weapon *weapon, str weapon_tagname);
void NextPainTime(Event *ev);
void SetTakePain(Event *ev);
void SetMouthAngle(Event *ev);
void EnterVehicle(Event *ev);
void ExitVehicle(Event *ev);
void EnterTurret(TurretGun *ent);
void EnterTurret(Event *ev);
void ExitTurret(void);
void ExitTurret(Event *ev);
void Holster(Event *ev);
void HolsterToggle(Event *ev);
void RemoveFromVehiclesAndTurretsInternal(void); // Added in 2.30
void RemoveFromVehiclesAndTurrets(void);
void WatchActor(Event *ev);
void StopWatchingActor(Event *ev);
painDirection_t Pain_string_to_int(str pain);
inline Vector GetVAngles(void) { return v_angle; }
void GetStateAnims(Container<const char *> *c) override;
void VelocityModified(void) override;
int GetKnockback(int original_knockback, qboolean blocked);
int GetMoveResult(void);
void ReceivedItem(Item *item) override;
void RemovedItem(Item *item) override;
void AmmoAmountChanged(Ammo *ammo, int inclip = 0) override;
void WaitForState(Event *ev);
void SkipCinematic(Event *ev);
void SetDamageMultiplier(Event *ev);
void LogStats(Event *ev);
void Loaded(void);
void PlayerShowModel(Event *ev);
void showModel(void) override;
void ResetHaveItem(Event *ev);
void ModifyHeight(Event *ev);
void ModifyHeightFloat(Event *ev); // Added in mohaab 2.40
void SetMovePosFlags(Event *ev);
void GetPositionForScript(Event *ev);
void GetMovementForScript(Event *ev);
void EventStuffText(Event *ev);
void EventSetVoiceType(Event *ev);
void GetTeamDialogPrefix(str& outPrefix);
void PlayInstantMessageSound(const char *name);
void EventDMMessage(Event *ev);
//====
// Added in 2.30
str GetBattleLanguageCondition() const;
str GetBattleLanguageDirection() const;
str GetBattleLanguageLocation() const;
str GetBattleLanguageLocalFolks();
str GetBattleLanguageWeapon() const;
str GetBattleLanguageDistance() const;
str GetBattleLanguageDistanceMeters(float dist) const;
str GetBattleLanguageDistanceFeet(float dist) const;
str GetBattleLanguageTarget() const;
str TranslateBattleLanguageTokens(const char *string);
//====
void EventIPrint(Event *ev);
void EventGetUseHeld(Event *ev);
void EventGetFireHeld(Event *ev);
void EventGetPrimaryFireHeld(Event *ev);
void EventGetSecondaryFireHeld(Event *ev);
void Score(Event *ev);
void Join_DM_Team(Event *ev);
void Auto_Join_DM_Team(Event *ev);
void Leave_DM_Team(Event *ev);
teamtype_t GetTeam() const;
void SetTeam(teamtype_t team);
bool IsSpectator(void);
void BeginFight(void);
void EndFight(void);
void Spectator(void);
void Spectator(Event *ev);
void SetPlayerSpectate(bool bNext);
void SetPlayerSpectateRandom(void); // Added in 2.0
bool IsValidSpectatePlayer(Player *pPlayer);
void GetSpectateFollowOrientation(Player *pPlayer, Vector& vPos, Vector& vAng);
void UpdateStatus(const char *s);
void SetDM_Team(DM_Team *team);
DM_Team *GetDM_Team();
void WarpToPoint(Entity *spawnpoint);
void ArmorDamage(Event *ev) override;
void HUDPrint(const char *s);
void Disconnect(void);
// team stuff
int GetNumKills() const;
int GetNumDeaths() const;
void AddKills(int num);
void AddDeaths(int num);
void CallVote(Event *ev);
void Vote(Event *ev);
void RetrieveVoteOptions(Event *ev); // Added in 2.0
void EventPrimaryDMWeapon(Event *ev);
void EventSecondaryDMWeapon(Event *ev);
void ResetScore();
void DeadBody(Event *ev);
void Gib();
void WonMatch(void);
void LostMatch(void);
int GetMatchesWon() const;
int GetMatchesLost() const;
//====
// Added in 2.30
void GetIsSpectator(Event *ev);
void EventSetInJail(Event *ev);
bool IsInJail() const;
void EventGetInJail(Event *ev);
void GetNationalityPrefix(Event *ev);
//====
void GetIsDisguised(Event *ev);
void GetHasDisguise(Event *ev);
void SetHasDisguise(Event *ev);
void SetObjectiveCount(Event *ev);
void EventDMDeathDrop(Event *ev);
void EventStopwatch(Event *ev);
void KilledPlayerInDeathmatch(Player *killed, meansOfDeath_t meansofdeath);
void SetStopwatch(int iDuration, stopWatchType_t type = SWT_NORMAL);
void BeginTempSpectator(void);
void EndSpectator(void);
PlayerStart *GetLastSpawnpoint() const { return m_pLastSpawnpoint; }
void Stats(Event *ev);
void ArmWithWeapons(Event *ev); // Added in 2.30
void EventGetCurrentDMWeaponType(Event *ev); // Added in 2.30
void PhysicsOn(Event *ev);
void PhysicsOff(Event *ev);
void Think() override;
bool IsReady(void) const;
void EventGetReady(Event *ev);
void EventSetReady(Event *ev);
void EventSetNotReady(Event *ev);
void EventGetDMTeam(Event *ev);
void EventGetNetName(Event *ev); // Added in 2.30
void EventSetViewModelAnim(Event *ev);
void EventEnterIntermission(Event *ev);
void EventSetPerferredWeapon(Event *ev);
bool BlocksAIMovement();
//====
// Added in 2.0
void TickSprint();
float GetRunSpeed() const;
void FireWeapon(int number, firemode_t mode) override;
void SetInvulnerable();
void TickInvulnerable();
void SetVulnerable();
bool IsInvulnerable();
void CancelInvulnerable();
void InitInvulnerable();
void TickTeamSpawn();
bool ShouldForceSpectatorOnDeath() const;
bool HasVehicle() const override;
void setContentsSolid() override;
void UserSelectWeapon(bool bWait);
void PickWeaponEvent(Event *ev);
bool AllowTeamRespawn() const;
void EventUseWeaponClass(Event *ev) override;
void EventAddKills(Event *ev);
bool CanKnockback(float minHealth) const;
//====
//====
// Added in 2.30
void EventKillAxis(Event *ev);
void EventGetTurret(Event *ev);
void EventGetVehicle(Event *ev);
//====
void FindAlias(str& output, str name, AliasListNode_t **node);
bool HasVotedYes() const;
bool HasVotedNo() const;
//=============================
// Added in OPM
//=============================
void ResetClient();
qboolean CheckCanSwitchTeam(teamtype_t team);
qboolean ViewModelAnim(str anim, qboolean force_restart, qboolean bFullAnim);
virtual void Spawned(void);
void AddDeaths(Event *ev);
void AdminRights(Event *ev);
void BindWeap(Event *ev);
void Dive(Event *ev);
void EventSetTeam(Event *ev);
void FreezeControls(Event *ev);
void GetConnState(Event *ev);
void GetDamageMultiplier(Event *ev);
void GetKills(Event *ev);
void GetDeaths(Event *ev);
void GetKillHandler(Event *ev);
void GetMoveSpeedScale(Event *ev);
void GetLegsState(Event *ev);
void GetStateFile(Event *ev);
void GetTorsoState(Event *ev);
void GetUserInfo(Event *ev);
void Inventory(Event *ev);
void InventorySet(Event *ev);
void IsAdmin(Event *ev);
void JoinDMTeamReal(Event *ev);
void JoinDMTeam(Event *ev);
void LeanLeftHeld(Event *ev);
void LeanRightHeld(Event *ev);
void PlayLocalSound(Event *ev);
void RunHeld(Event *ev);
void SecFireHeld(Event *ev);
void SetAnimSpeed(Event *ev);
void SetKillHandler(Event *ev);
void SetSpeed(Event *ev);
void SetStateFile(Event *ev);
void HideEntity(Event *ev);
void ShowEntity(Event *ev);
void StopLocalSound(Event *ev);
void Userinfo(Event *ev);
void InitModelFps();
void ThinkFPS();
void EventGetViewModelAnim(Event *ev);
void EventGetViewModelAnimFinished(Event *ev);
void EventGetViewModelAnimValid(Event *ev);
#ifdef OPM_FEATURES
void EventEarthquake(Event *ev);
void SetClientFlag(Event *ev);
void SetEntityShader(Event *ev);
void SetLocalSoundRate(Event *ev);
void SetVMASpeed(Event *ev);
void VisionGetNaked(Event *ev);
void VisionSetBlur(Event *ev);
void VisionSetNaked(Event *ev);
#endif
void Postthink() override;
void GibEvent(Event *ev);
qboolean canUse();
qboolean canUse(Entity *entity, bool requiresLookAt);
int getUseableEntities(int *touch, int maxcount, bool requiresLookAt = true);
};
inline void Player::Archive(Archiver& arc)
{
str tempStr;
Sentient::Archive(arc);
arc.ArchiveInteger(&m_iPartSlot[0]);
arc.ArchiveInteger(&m_iPartSlot[1]);
arc.ArchiveFloat(&m_fPartBlends[0]);
arc.ArchiveFloat(&m_fPartBlends[1]);
arc.ArchiveFloat(&partBlendMult[0]);
arc.ArchiveFloat(&partBlendMult[1]);
arc.ArchiveString(&last_torso_anim_name);
arc.ArchiveString(&last_leg_anim_name);
arc.ArchiveString(&partAnim[0]);
arc.ArchiveString(&partAnim[1]);
arc.ArchiveString(&partOldAnim[0]);
arc.ArchiveString(&partOldAnim[1]);
arc.ArchiveString(&m_sPerferredWeaponOverride);
arc.ArchiveBool(&animdone_Legs);
arc.ArchiveBool(&animdone_Torso);
arc.ArchiveInteger(&m_iMovePosFlags);
ArchiveEnum(movecontrol, movecontrol_t);
arc.ArchiveInteger(&last_camera_type);
arc.ArchiveVector(&oldvelocity);
arc.ArchiveVector(&old_v_angle);
arc.ArchiveVector(&oldorigin);
arc.ArchiveFloat(&animspeed);
arc.ArchiveFloat(&airspeed);
arc.ArchiveVector(&m_vPushVelocity);
arc.ArchiveRaw(blend, sizeof(blend));
arc.ArchiveFloat(&fov);
arc.ArchiveFloat(&selectedfov);
arc.ArchiveInteger(&m_iInZoomMode);
arc.ArchiveVector(&v_angle);
arc.ArchiveVector(&m_vViewPos);
arc.ArchiveVector(&m_vViewAng);
arc.ArchiveInteger(&buttons);
arc.ArchiveInteger(&new_buttons);
arc.ArchiveInteger(&server_new_buttons);
arc.ArchiveFloat(&respawn_time);
arc.ArchiveInteger(&last_attack_button);
arc.ArchiveFloat(&damage_blood);
arc.ArchiveFloat(&damage_alpha);
arc.ArchiveVector(&damage_blend);
arc.ArchiveVector(&damage_from);
arc.ArchiveVector(&damage_angles);
arc.ArchiveFloat(&damage_count);
arc.ArchiveFloat(&next_painsound_time);
arc.ArchiveSafePointer(&camera);
arc.ArchiveSafePointer(&actor_camera);
arc.ArchiveSafePointer(&actor_to_watch);
arc.ArchiveBoolean(&actor_camera_right);
arc.ArchiveBoolean(&starting_actor_camera_right);
arc.ArchiveInteger(&music_current_mood);
arc.ArchiveInteger(&music_fallback_mood);
arc.ArchiveFloat(&music_current_volume);
arc.ArchiveFloat(&music_saved_volume);
arc.ArchiveFloat(&music_volume_fade_time);
arc.ArchiveInteger(&reverb_type);
arc.ArchiveFloat(&reverb_level);
arc.ArchiveBoolean(&gibbed);
arc.ArchiveFloat(&pain);
ArchiveEnum(pain_dir, painDirection_t);
ArchiveEnum(pain_type, meansOfDeath_t);
arc.ArchiveInteger(&pain_location);
arc.ArchiveBool(&take_pain);
arc.ArchiveInteger(&nextpaintime);
arc.ArchiveFloat(&m_fHealRate);
arc.ArchiveBool(&knockdown);
arc.ArchiveBool(&canfall);
arc.ArchiveBool(&falling);
arc.ArchiveInteger(&feetfalling);
arc.ArchiveVector(&falldir);
arc.ArchiveBool(&mediumimpact);
arc.ArchiveBool(&hardimpact);
arc.ArchiveBoolean(&music_forced);
arc.ArchiveRaw(&last_ucmd, sizeof(usercmd_t));
arc.ArchiveRaw(&last_eyeinfo, sizeof(usereyes_t));
arc.ArchiveFloat(&animheight);
arc.ArchiveVector(&yaw_forward);
arc.ArchiveVector(&yaw_left);
arc.ArchiveSafePointer(&atobject);
arc.ArchiveFloat(&atobject_dist);
arc.ArchiveVector(&atobject_dir);
arc.ArchiveSafePointer(&toucheduseanim);
arc.ArchiveInteger(&useanim_numloops);
arc.ArchiveSafePointer(&useitem_in_use);
arc.ArchiveFloat(&move_left_vel);
arc.ArchiveFloat(&move_right_vel);
arc.ArchiveFloat(&move_backward_vel);
arc.ArchiveFloat(&move_forward_vel);
arc.ArchiveFloat(&move_up_vel);
arc.ArchiveFloat(&move_down_vel);
arc.ArchiveInteger(&moveresult);
arc.ArchiveFloat(&damage_multiplier);
arc.ArchiveString(&waitForState);
arc.ArchiveInteger(&m_iNumObjectives);
arc.ArchiveInteger(&m_iObjectivesCompleted);
for (int i = 0; i < MAX_TRAILS; i++) {
arc.ArchiveVector(&mvTrail[i]);
}
for (int i = 0; i < MAX_TRAILS; i++) {
arc.ArchiveVector(&mvTrailEyes[i]);
}
arc.ArchiveInteger(&mCurTrailOrigin);
arc.ArchiveInteger(&mLastTrailTime);
arc.ArchiveInteger(&m_iNumHitsTaken);
arc.ArchiveInteger(&m_iNumEnemiesKilled);
arc.ArchiveInteger(&m_iNumObjectsDestroyed);
arc.ArchiveInteger(&m_iNumShotsFired);
arc.ArchiveInteger(&m_iNumHits);
arc.ArchiveInteger(&m_iNumHeadShots);
arc.ArchiveInteger(&m_iNumTorsoShots);
arc.ArchiveInteger(&m_iNumLeftLegShots);
arc.ArchiveInteger(&m_iNumRightLegShots);
arc.ArchiveInteger(&m_iNumGroinShots);
arc.ArchiveInteger(&m_iNumLeftArmShots);
arc.ArchiveInteger(&m_iNumRightArmShots);
// Added in 2.30
//====
ArchiveEnum(m_jailstate, jailstate_t);
arc.ArchiveString(&m_sDmPrimary);
arc.ArchiveBool(&m_bIsInJail);
//====
arc.ArchiveFloat(&m_fLastDeltaTime);
// Added in 2.0
//====
arc.ArchiveFloat(&m_fLastSprintTime);
arc.ArchiveBool(&m_bHasJumped);
//====
if (arc.Saving()) {
if (currentState_Legs) {
tempStr = currentState_Legs->getName();
} else {
tempStr = "NULL";
}
arc.ArchiveString(&tempStr);
if (currentState_Torso) {
tempStr = currentState_Torso->getName();
} else {
tempStr = "NULL";
}
arc.ArchiveString(&tempStr);
} else {
statemap_Legs = GetStatemap(
str(g_statefile->string) + "_Legs.st", (Condition<Class> *)m_conditions, &legs_conditionals, false
);
statemap_Torso = GetStatemap(
str(g_statefile->string) + "_Torso.st", (Condition<Class> *)m_conditions, &torso_conditionals, false
);
arc.ArchiveString(&tempStr);
if (tempStr != "NULL") {
currentState_Legs = statemap_Legs->FindState(tempStr);
} else {
currentState_Legs = NULL;
}
arc.ArchiveString(&tempStr);
if (tempStr != "NULL") {
currentState_Torso = statemap_Torso->FindState(tempStr);
} else {
currentState_Torso = NULL;
}
for (int i = 1; i <= legs_conditionals.NumObjects(); i++) {
Conditional *c = legs_conditionals.ObjectAt(i);
if (Q_stricmp(c->getName(), "PAIN") && !c->parmList.NumObjects()) {
m_pLegsPainCond = c;
break;
}
}
for (int i = 1; i <= torso_conditionals.NumObjects(); i++) {
Conditional *c = torso_conditionals.ObjectAt(i);
if (Q_stricmp(c->getName(), "PAIN") && !c->parmList.NumObjects()) {
m_pTorsoPainCond = c;
break;
}
}
}
if (arc.Loading()) {
UpdateWeapons();
SetViewAngles(v_angle);
}
//
// Added in OPM
//
arc.ArchiveBool(&m_bFrozen);
for (int i = 0; i < MAX_SPEED_MULTIPLIERS; i++) {
arc.ArchiveFloat(&speed_multiplier[i]);
}
if (arc.Loading()) {
InitModelFps();
}
arc.ArchiveBool(&animDoneVM);
arc.ArchiveFloat(&m_fVMAtime);
}
inline Camera *Player::CurrentCamera(void)
{
return camera;
}
inline void Player::CameraCut(void)
{
//
// toggle the camera cut bit
//
client->ps.camera_flags = ((client->ps.camera_flags & CF_CAMERA_CUT_BIT) ^ CF_CAMERA_CUT_BIT)
| (client->ps.camera_flags & ~CF_CAMERA_CUT_BIT);
}
inline void Player::CameraCut(Camera *ent)
{
if (ent == camera) {
// if the camera we are currently looking through cut, than toggle the cut bits
CameraCut();
}
}
inline void Player::SetCamera(Camera *ent, float switchTime)
{
camera = ent;
client->ps.camera_time = switchTime;
if (switchTime <= 0.0f) {
CameraCut();
}
}
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