126class Player :
public Sentient
129 friend class Vehicle;
130 friend class TurretGun;
131 friend class VehicleTurretGun;
135 static movecontrolfunc_t MoveStartFuncs[];
140 State *currentState_Legs;
141 State *currentState_Torso;
143 str last_torso_anim_name;
144 str last_leg_anim_name;
147 float m_fPartBlends[2];
149 float partBlendMult[2];
161 float m_fLastDeltaTime;
163 movecontrol_t movecontrol;
165 int last_camera_type;
172 Vector m_vPushVelocity;
178 qboolean m_iInZoomMode;
185 int server_new_buttons;
188 int last_attack_button;
195 Vector damage_angles;
198 float next_painsound_time;
201 SafePtr<Camera> camera;
202 SafePtr<Camera> actor_camera;
203 SimpleActorPtr actor_to_watch;
205 qboolean actor_camera_right;
206 qboolean starting_actor_camera_right;
209 int music_current_mood;
210 int music_fallback_mood;
211 float music_current_volume;
212 float music_saved_volume;
213 float music_volume_fade_time;
220 painDirection_t pain_dir;
221 meansOfDeath_t pain_type;
226 float m_fMineCheckTime;
239 qboolean music_forced;
242 usereyes_t last_eyeinfo;
249 SafePtr<Entity> atobject;
253 SafePtr<Entity> toucheduseanim;
254 int useanim_numloops;
255 SafePtr<Entity> useitem_in_use;
258 float move_right_vel;
259 float move_backward_vel;
260 float move_forward_vel;
265 float damage_multiplier;
270 voicetype_t m_voiceType;
276 int num_lost_matches;
278 int m_iLastNumTeamKills;
280 bool m_bTempSpectator;
282 bool m_bSpectatorSwitching;
283 bool m_bAllowFighting;
285 int m_iPlayerSpectating;
288 class SafePtr<
DM_Team> current_team;
289 float m_fTeamSelectTime;
297 float m_fLastVoteTime;
298 float m_fNextVoteOptionTime;
300 float m_fWeapSelectTime;
301 float fAttackerDispTime;
302 SafePtr<Entity> pAttackerDistPointer;
305 int m_iInfoClientHealth;
306 float m_fInfoClientTime;
307 bool m_bDeathSpectator;
308 jailstate_t m_jailstate;
315 MulticastDelegate<void(
const str& text)> delegate_stufftext;
316 MulticastDelegate<void()> delegate_spawned;
326 int m_iNumObjectives;
327 int m_iObjectivesCompleted;
329 str m_sPerferredWeaponOverride;
334 Vector mvTrail[MAX_TRAILS];
335 Vector mvTrailEyes[MAX_TRAILS];
339 int m_iNumEnemiesKilled;
340 int m_iNumObjectsDestroyed;
341 int m_iNumShotsFired;
344 int m_iNumTorsoShots;
345 int m_iNumLeftLegShots;
346 int m_iNumRightLegShots;
347 int m_iNumGroinShots;
348 int m_iNumLeftArmShots;
349 int m_iNumRightArmShots;
351 float m_fLastSprintTime;
353 float m_fLastInvulnerableTime;
354 int m_iInvulnerableTimeRemaining;
355 float m_fInvulnerableTimeElapsed;
356 float m_fSpawnTimeLeft;
357 bool m_bWaitingForRespawn;
358 bool m_bShouldRespawn;
366 float speed_multiplier[MAX_SPEED_MULTIPLIERS];
375 con_map<str, vma_t> vmalist;
382 int m_iInstantMessageTime;
394 qboolean CondImmediateSwitch(
Conditional& condition);
396 qboolean CondUseWeaponClass(
Conditional& condition);
398 qboolean CondWeaponClassActive(
Conditional& condition);
399 qboolean CondWeaponCurrentFireAnim(
Conditional& condition);
400 qboolean CondWeaponReadyToFire(
Conditional& condition);
401 qboolean CondWeaponClassReadyToFire(
Conditional& condition);
409 qboolean CondCanPlaceLandmine(
Conditional& condition);
412 void MeasureLandmineDistances();
413 qboolean CondIsAssistingEscape(
Conditional& condition);
415 qboolean CondWeaponReadyToFireNoSound(
Conditional& condition);
417 qboolean CondPutAwayOffHand(
Conditional& condition);
418 qboolean CondAnyWeaponActive(
Conditional& condition);
419 qboolean CondAttackBlocked(
Conditional& condition);
422 qboolean CondWeaponHasAmmo(
Conditional& condition);
423 qboolean CondWeaponHasAmmoInClip(
Conditional& condition);
425 qboolean CondWeaponsHolstered(
Conditional& condition);
427 qboolean CondNewWeaponIsItem(
Conditional& condition);
429 qboolean CondMinChargeTime(
Conditional& condition);
430 qboolean CondMaxChargeTime(
Conditional& condition);
445 qboolean CondAnimDoneTorso(
Conditional& condition);
446 qboolean CondActionAnimDone(
Conditional& condition);
449 qboolean CondRightVelocity(
Conditional& condition);
450 qboolean CondBackwardVelocity(
Conditional& condition);
451 qboolean CondForwardVelocity(
Conditional& condition);
455 qboolean Cond22DegreeSlope(
Conditional& condition);
456 qboolean Cond45DegreeSlope(
Conditional& condition);
466 qboolean CondPainDirection(
Conditional& condition);
468 qboolean CondPainThreshold(
Conditional& condition);
474 qboolean CondUseAnimFinished(
Conditional& condition);
476 qboolean CondLoopUseObject(
Conditional& condition);
483 qboolean CondCanClimbUpLadder(
Conditional& condition);
484 qboolean CondCanClimbDownLadder(
Conditional& condition);
485 qboolean CondCanGetOffLadderTop(
Conditional& condition);
486 qboolean CondCanGetOffLadderBottom(
Conditional& condition);
488 qboolean CondFacingUpSlope(
Conditional& condition);
489 qboolean CondFacingDownSlope(
Conditional& condition);
495 qboolean CondDuckedViewInWater(
Conditional& condition);
496 qboolean CondCheckMovementSpeed(
Conditional& condition);
497 qboolean CondAttackPrimary(
Conditional& condition);
498 qboolean CondAttackSecondary(
Conditional& condition);
499 qboolean CondAttackButtonPrimary(
Conditional& condition);
500 qboolean CondAttackButtonSecondary(
Conditional& condition);
505 qboolean CondClientCommand(
Conditional& condition);
512 void StartPush(
void);
513 void StartClimbLadder(
void);
514 void StartUseAnim(
void);
515 void StartLoopUseAnim(
void);
516 void SetupUseObject(
void);
518 void StartUseObject(Event *ev);
519 void FinishUseObject(Event *ev);
520 void FinishUseAnim(Event *ev);
521 void Turn(Event *ev);
522 void TurnUpdate(Event *ev);
523 void TurnLegs(Event *ev);
525 CLASS_PROTOTYPE(Player);
531 void InitSound(
void);
532 void InitEdict(
void);
533 void InitClient(
void);
534 void InitPhysics(
void);
535 void InitPowerups(
void);
536 void InitWorldEffects(
void);
537 void InitMaxAmmo(
void);
538 void InitWeapons(
void);
540 void InitModel(
void);
541 void InitState(
void);
542 void InitHealth(
void);
543 void InitInventory(
void);
544 void InitDeathmatch(
void);
545 void InitStats(
void);
548 bool QueryLandminesAllowed()
const;
549 void EnsurePlayerHasAllowedWeapons();
552 void EquipWeapons_ver8();
553 void ChooseSpawnPoint(
void);
555 void EndLevel(Event *ev);
556 void Respawn(Event *ev);
558 void SetDeltaAngles(
void)
override;
559 void setAngles(Vector ang)
override;
560 void SetViewangles(Event *ev);
561 void GetViewangles(Event *ev);
563 void DoUse(Event *ev);
564 void Obituary(Entity *attacker, Entity *inflictor,
int meansofdeath,
int iLocation);
565 void Killed(Event *ev)
override;
566 void Dead(Event *ev);
567 void Pain(Event *ev);
570 void AttachToLadder(Event *ev);
571 void UnattachFromLadder(Event *ev);
572 void TweakLadderPos(Event *ev);
573 void EnsureOverLadder(Event *ev);
574 void EnsureForwardOffLadder(Event *ev);
579 void EventForceLandmineMeasure(Event *ev)
override;
580 str GetCurrentDMWeaponType()
const;
584 void SetMoveInfo(
pmove_t *pm, usercmd_t *ucmd);
585 pmtype_t GetMovePlayerMoveType(
void);
586 void ClientMove(usercmd_t *ucmd);
587 void VehicleMove(usercmd_t *ucmd);
588 void TurretMove(usercmd_t *ucmd);
589 void CheckMoveFlags(
void);
590 void ClientInactivityTimer(
void);
591 void ClientThink(
void)
override;
592 void UpdateEnemies(
void);
594 void InitLegsStateTable(
void);
595 void InitTorsoStateTable(
void);
596 void LoadStateTable(
void);
597 void ResetState(Event *ev);
598 void EvaluateState(
State *forceTorso = NULL,
State *forceLegs = NULL);
600 void CheckGround(
void)
override;
601 void UpdateViewAngles(usercmd_t *cmd);
602 qboolean AnimMove(Vector& move, Vector *endpos = NULL);
603 qboolean TestMove(Vector& pos, Vector *endpos = NULL);
604 qboolean CheckMove(Vector& move, Vector *endpos = NULL);
606 float CheckMoveDist(Vector& delta);
607 float TestMoveDist(Vector& pos);
609 void EndAnim_Legs(Event *ev);
610 void EndAnim_Torso(Event *ev);
611 void EndAnim_Pain(Event *ev);
612 void SetPartAnim(
const char *anim, bodypart_t slot = legs);
613 void StopPartAnimating(bodypart_t part);
614 void PausePartAnim(bodypart_t part);
615 int CurrentPartAnim(bodypart_t part)
const;
616 void AdjustAnimBlends(
void);
617 void PlayerAnimDelta(
float *vDelta);
618 void TouchedUseAnim(Entity *ent);
620 void SelectPreviousItem(Event *ev);
621 void SelectNextItem(Event *ev);
622 void SelectPreviousWeapon(Event *ev);
623 void SelectNextWeapon(Event *ev);
624 void DropCurrentWeapon(Event *ev);
625 void PlayerReload(Event *ev);
626 void EventCorrectWeaponAttachments(Event *ev);
628 void GiveCheat(Event *ev);
629 void GiveWeaponCheat(Event *ev);
630 void GiveAllCheat(Event *ev);
631 void GiveNewWeaponsCheat(Event *ev);
632 void GodCheat(Event *ev);
633 void FullHeal(Event *ev);
634 void NoTargetCheat(Event *ev);
635 void NoclipCheat(Event *ev);
636 void Kill(Event *ev);
637 void SpawnEntity(Event *ev);
638 void SpawnActor(Event *ev);
639 void ListInventoryEvent(Event *ev);
640 void EventGetIsEscaping(Event *ev);
641 void EventJailEscapeStop(Event *ev);
642 void EventJailAssistEscape(Event *ev);
643 void EventJailEscape(Event *ev);
644 void EventTeleport(Event *ev);
645 void EventFace(Event *ev);
646 void EventCoord(Event *ev);
647 void EventTestAnim(Event *ev);
649 void GameVersion(Event *ev);
651 void EventSetSelectedFov(Event *ev);
652 void SetSelectedFov(
float newFov);
653 void GetPlayerView(Vector *pos, Vector *angle);
655 float CalcRoll(
void);
656 void WorldEffects(
void);
657 void AddBlend(
float r,
float g,
float b,
float a);
658 void CalcBlend(
void)
override;
659 void DamageFeedback(
void);
661 void CopyStats(Player *player);
662 void UpdateStats(
void);
663 void UpdateMusic(
void);
664 void UpdateReverb(
void);
665 void UpdateMisc(
void);
667 void SetReverb(str type,
float level);
668 void SetReverb(
int type,
float level);
669 void SetReverb(Event *ev);
671 Camera *CurrentCamera(
void);
672 void SetCamera(Camera *ent,
float switchTime);
673 void CameraCut(
void);
674 void CameraCut(Camera *ent);
682 float camerablend[4],
685 void SetupView(
void);
687 void ProcessPmoveEvents(
int event);
689 void PlayerAngles(
void);
690 void FinishMove(
void);
691 void EndFrame(
void)
override;
693 void TestThread(Event *ev);
694 Vector EyePosition(
void)
override;
695 Vector GunTarget(
bool bNoCollision,
const vec3_t position,
const vec3_t forward)
override;
697 void GotKill(Event *ev);
698 void SetPowerupTimer(Event *ev);
699 void UpdatePowerupTimer(Event *ev);
701 void WhatIs(Event *ev);
702 void ActorInfo(Event *ev);
703 void Taunt(Event *ev);
705 void ChangeMusic(
const char *current,
const char *fallback, qboolean force);
706 void ChangeMusicVolume(
float volume,
float fade_time);
707 void RestoreMusicVolume(
float fade_time);
709 void Archive(
Archiver& arc)
override;
710 void ArchivePersistantData(
Archiver& arc);
712 void KillEnt(Event *ev);
713 void RemoveEnt(Event *ev);
714 void KillClass(Event *ev);
715 void RemoveClass(Event *ev);
717 void addOrigin(Vector org)
override;
719 void Jump(Event *ev);
720 void JumpXY(Event *ev);
722 void SetViewAngles(Vector angles)
override;
723 void SetTargetViewAngles(Vector angles)
override;
725 Vector GetViewAngles(
void)
override {
return v_angle; };
727 void SetFov(
float newFov);
728 float GetFov()
const;
730 void ToggleZoom(
int iZoom);
732 void ZoomOffEvent(Event *ev);
733 qboolean IsZoomed(
void);
734 void SafeZoomed(Event *ev);
735 void DumpState(Event *ev);
736 void ForceLegsState(Event *ev);
737 void ForceTorsoState(Event *ev);
739 Vector GetAngleToTarget(Entity *ent, str tag,
float yawclamp,
float pitchclamp, Vector baseangles);
742 void AcquireTarget(
void);
743 void RemoveTarget(Entity *ent_to_remove);
745 void DebugWeaponTags(
int controller_tag,
Weapon *weapon, str weapon_tagname);
746 void NextPainTime(Event *ev);
747 void SetTakePain(Event *ev);
749 void SetMouthAngle(Event *ev);
751 void EnterVehicle(Event *ev);
752 void ExitVehicle(Event *ev);
753 void EnterTurret(TurretGun *ent);
754 void EnterTurret(Event *ev);
755 void ExitTurret(
void);
756 void ExitTurret(Event *ev);
757 void Holster(Event *ev);
758 void HolsterToggle(Event *ev);
760 void RemoveFromVehiclesAndTurretsInternal(
void);
761 void RemoveFromVehiclesAndTurrets(
void);
762 void WatchActor(Event *ev);
763 void StopWatchingActor(Event *ev);
764 painDirection_t Pain_string_to_int(str pain);
766 inline Vector GetVAngles(
void) {
return v_angle; }
769 void VelocityModified(
void)
override;
770 int GetKnockback(
int original_knockback, qboolean blocked);
771 int GetMoveResult(
void);
772 void ReceivedItem(
Item *
item)
override;
773 void RemovedItem(
Item *
item)
override;
774 void AmmoAmountChanged(
Ammo *ammo,
int inclip = 0)
override;
776 void WaitForState(Event *ev);
777 void SkipCinematic(Event *ev);
778 void SetDamageMultiplier(Event *ev);
779 void LogStats(Event *ev);
781 void PlayerShowModel(Event *ev);
782 void showModel(
void)
override;
783 void ResetHaveItem(Event *ev);
784 void ModifyHeight(Event *ev);
785 void ModifyHeightFloat(Event *ev);
786 void SetMovePosFlags(Event *ev);
787 void GetPositionForScript(Event *ev);
788 void GetMovementForScript(Event *ev);
789 void EventStuffText(Event *ev);
790 void EventSetVoiceType(Event *ev);
791 void GetTeamDialogPrefix(str& outPrefix);
792 void PlayInstantMessageSound(
const char *name);
793 void EventDMMessage(Event *ev);
796 str GetBattleLanguageCondition()
const;
797 str GetBattleLanguageDirection()
const;
798 str GetBattleLanguageLocation()
const;
799 str GetBattleLanguageLocalFolks();
800 str GetBattleLanguageWeapon()
const;
801 str GetBattleLanguageDistance()
const;
802 str GetBattleLanguageDistanceMeters(
float dist)
const;
803 str GetBattleLanguageDistanceFeet(
float dist)
const;
804 str GetBattleLanguageTarget()
const;
805 str TranslateBattleLanguageTokens(
const char *
string);
807 void EventIPrint(Event *ev);
808 void EventGetUseHeld(Event *ev);
809 void EventGetFireHeld(Event *ev);
810 void EventGetPrimaryFireHeld(Event *ev);
811 void EventGetSecondaryFireHeld(Event *ev);
812 void Score(Event *ev);
813 void Join_DM_Team(Event *ev);
814 void Auto_Join_DM_Team(Event *ev);
815 void Leave_DM_Team(Event *ev);
816 teamtype_t GetTeam()
const;
817 void SetTeam(teamtype_t team);
818 bool IsSpectator(
void);
819 void BeginFight(
void);
821 void Spectator(
void);
822 void Spectator(Event *ev);
823 void SetPlayerSpectate(
bool bNext);
824 void SetPlayerSpectateRandom(
void);
825 bool IsValidSpectatePlayer(Player *pPlayer);
826 void GetSpectateFollowOrientation(Player *pPlayer, Vector& vPos, Vector& vAng);
827 void UpdateStatus(
const char *s);
828 void SetDM_Team(
DM_Team *team);
830 void WarpToPoint(Entity *spawnpoint);
832 void ArmorDamage(Event *ev)
override;
833 void HUDPrint(
const char *s);
834 void Disconnect(
void);
837 int GetNumKills()
const;
838 int GetNumDeaths()
const;
839 void AddKills(
int num);
840 void AddDeaths(
int num);
841 void CallVote(Event *ev);
842 void Vote(Event *ev);
843 void RetrieveVoteOptions(Event *ev);
844 void EventPrimaryDMWeapon(Event *ev);
845 void EventSecondaryDMWeapon(Event *ev);
847 void DeadBody(Event *ev);
850 void LostMatch(
void);
851 int GetMatchesWon()
const;
852 int GetMatchesLost()
const;
856 void GetIsSpectator(Event *ev);
857 void EventSetInJail(Event *ev);
858 bool IsInJail()
const;
859 void EventGetInJail(Event *ev);
860 void GetNationalityPrefix(Event *ev);
862 void GetIsDisguised(Event *ev);
863 void GetHasDisguise(Event *ev);
864 void SetHasDisguise(Event *ev);
865 void SetObjectiveCount(Event *ev);
867 void EventDMDeathDrop(Event *ev);
868 void EventStopwatch(Event *ev);
869 void KilledPlayerInDeathmatch(Player *killed, meansOfDeath_t meansofdeath);
870 void SetStopwatch(
int iDuration, stopWatchType_t type = SWT_NORMAL);
871 void BeginTempSpectator(
void);
872 void EndSpectator(
void);
874 PlayerStart *GetLastSpawnpoint()
const {
return m_pLastSpawnpoint; }
876 void Stats(Event *ev);
877 void ArmWithWeapons(Event *ev);
878 void EventGetCurrentDMWeaponType(Event *ev);
879 void PhysicsOn(Event *ev);
880 void PhysicsOff(Event *ev);
882 void Think()
override;
883 bool IsReady(
void)
const;
885 void EventGetReady(Event *ev);
886 void EventSetReady(Event *ev);
887 void EventSetNotReady(Event *ev);
888 void EventGetDMTeam(Event *ev);
889 void EventGetNetName(Event *ev);
890 void EventSetViewModelAnim(Event *ev);
891 void EventEnterIntermission(Event *ev);
892 void EventSetPerferredWeapon(Event *ev);
894 bool BlocksAIMovement();
899 float GetRunSpeed()
const;
900 void FireWeapon(
int number, firemode_t mode)
override;
901 void SetInvulnerable();
902 void TickInvulnerable();
903 void SetVulnerable();
904 bool IsInvulnerable();
905 void CancelInvulnerable();
906 void InitInvulnerable();
907 void TickTeamSpawn();
908 bool ShouldForceSpectatorOnDeath()
const;
909 bool HasVehicle()
const override;
910 void setContentsSolid()
override;
911 void UserSelectWeapon(
bool bWait);
912 void PickWeaponEvent(Event *ev);
913 bool AllowTeamRespawn()
const;
914 void EventUseWeaponClass(Event *ev)
override;
915 void EventAddKills(Event *ev);
916 bool CanKnockback(
float minHealth)
const;
921 void EventKillAxis(Event *ev);
922 void EventGetTurret(Event *ev);
923 void EventGetVehicle(Event *ev);
926 void FindAlias(str& output, str name, AliasListNode_t **node);
928 bool HasVotedYes()
const;
929 bool HasVotedNo()
const;
936 qboolean CheckCanSwitchTeam(teamtype_t team);
938 qboolean ViewModelAnim(str anim, qboolean force_restart, qboolean bFullAnim);
939 virtual void Spawned(
void);
941 void AddDeaths(Event *ev);
942 void AdminRights(Event *ev);
943 void BindWeap(Event *ev);
944 void Dive(Event *ev);
945 void EventSetTeam(Event *ev);
946 void FreezeControls(Event *ev);
947 void GetConnState(Event *ev);
948 void GetDamageMultiplier(Event *ev);
949 void GetKills(Event *ev);
950 void GetDeaths(Event *ev);
951 void GetKillHandler(Event *ev);
952 void GetMoveSpeedScale(Event *ev);
953 void GetLegsState(Event *ev);
954 void GetStateFile(Event *ev);
955 void GetTorsoState(Event *ev);
956 void GetUserInfo(Event *ev);
957 void Inventory(Event *ev);
958 void InventorySet(Event *ev);
959 void IsAdmin(Event *ev);
960 void JoinDMTeamReal(Event *ev);
961 void JoinDMTeam(Event *ev);
962 void LeanLeftHeld(Event *ev);
963 void LeanRightHeld(Event *ev);
964 void PlayLocalSound(Event *ev);
965 void RunHeld(Event *ev);
966 void SecFireHeld(Event *ev);
967 void SetAnimSpeed(Event *ev);
968 void SetKillHandler(Event *ev);
969 void SetSpeed(Event *ev);
970 void SetStateFile(Event *ev);
971 void HideEntity(Event *ev);
972 void ShowEntity(Event *ev);
973 void StopLocalSound(Event *ev);
974 void Userinfo(Event *ev);
978 void EventGetViewModelAnim(Event *ev);
979 void EventGetViewModelAnimFinished(Event *ev);
980 void EventGetViewModelAnimValid(Event *ev);
983 void EventEarthquake(Event *ev);
984 void SetClientFlag(Event *ev);
985 void SetEntityShader(Event *ev);
986 void SetLocalSoundRate(Event *ev);
987 void SetVMASpeed(Event *ev);
988 void VisionGetNaked(Event *ev);
989 void VisionSetBlur(Event *ev);
990 void VisionSetNaked(Event *ev);
993 void Postthink()
override;
994 void GibEvent(Event *ev);
996 qboolean canUse(Entity *entity,
bool requiresLookAt);
997 int getUseableEntities(
int *touch,
int maxcount,
bool requiresLookAt =
true);