36#include "characterstate.h"
39#include "dm_manager.h"
40#include "scriptdelegate.h"
42extern Event EV_Player_EndLevel;
43extern Event EV_Player_GiveCheat;
44extern Event EV_Player_GodCheat;
45extern Event EV_Player_NoTargetCheat;
46extern Event EV_Player_NoClipCheat;
47extern Event EV_Player_GameVersion;
48extern Event EV_Player_Fov;
49extern Event EV_Player_WhatIs;
50extern Event EV_Player_Respawn;
51extern Event EV_Player_WatchActor;
52extern Event EV_Player_StopWatchingActor;
53extern Event EV_Player_DoStats;
54extern Event EV_Player_EnterIntermission;
55extern Event EV_GetViewangles;
56extern Event EV_SetViewangles;
57extern Event EV_Player_AutoJoinDMTeam;
58extern Event EV_Player_JoinDMTeam;
59extern Event EV_Player_Respawn;
60extern Event EV_Player_PrimaryDMWeapon;
61extern Event EV_Player_StuffText;
91 PVT_AXIS_GERMAN = PVT_AXIS_AXIS1,
93 PVT_AXIS_ITALIAN = PVT_AXIS_AXIS2,
100typedef enum jailstate_e {
103 JAILSTATE_ASSIST_ESCAPE
106typedef enum nationality_e {
115typedef void (
Player::*movecontrolfunc_t)(void);
122#define MAX_SPEED_MULTIPLIERS 4
123#define MAX_ANIM_SLOT 16
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;
178 qboolean m_iInZoomMode;
185 int server_new_buttons;
188 int last_attack_button;
198 float next_painsound_time;
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;
254 int useanim_numloops;
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;
289 float m_fTeamSelectTime;
297 float m_fLastVoteTime;
298 float m_fNextVoteOptionTime;
300 float m_fWeapSelectTime;
301 float fAttackerDispTime;
305 int m_iInfoClientHealth;
306 float m_fInfoClientTime;
307 bool m_bDeathSpectator;
308 jailstate_t m_jailstate;
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];
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);
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);
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);
1000inline void Player::Archive(
Archiver& arc)
1004 Sentient::Archive(arc);
1006 arc.ArchiveInteger(&m_iPartSlot[0]);
1007 arc.ArchiveInteger(&m_iPartSlot[1]);
1009 arc.ArchiveFloat(&m_fPartBlends[0]);
1010 arc.ArchiveFloat(&m_fPartBlends[1]);
1011 arc.ArchiveFloat(&partBlendMult[0]);
1012 arc.ArchiveFloat(&partBlendMult[1]);
1014 arc.ArchiveString(&last_torso_anim_name);
1015 arc.ArchiveString(&last_leg_anim_name);
1016 arc.ArchiveString(&partAnim[0]);
1017 arc.ArchiveString(&partAnim[1]);
1018 arc.ArchiveString(&partOldAnim[0]);
1019 arc.ArchiveString(&partOldAnim[1]);
1021 arc.ArchiveString(&m_sPerferredWeaponOverride);
1023 arc.ArchiveBool(&animdone_Legs);
1024 arc.ArchiveBool(&animdone_Torso);
1026 arc.ArchiveInteger(&m_iMovePosFlags);
1027 ArchiveEnum(movecontrol, movecontrol_t);
1028 arc.ArchiveInteger(&last_camera_type);
1030 arc.ArchiveVector(&oldvelocity);
1031 arc.ArchiveVector(&old_v_angle);
1032 arc.ArchiveVector(&oldorigin);
1033 arc.ArchiveFloat(&animspeed);
1034 arc.ArchiveFloat(&airspeed);
1036 arc.ArchiveVector(&m_vPushVelocity);
1038 arc.ArchiveRaw(blend,
sizeof(blend));
1039 arc.ArchiveFloat(&fov);
1040 arc.ArchiveFloat(&selectedfov);
1041 arc.ArchiveInteger(&m_iInZoomMode);
1043 arc.ArchiveVector(&v_angle);
1044 arc.ArchiveVector(&m_vViewPos);
1045 arc.ArchiveVector(&m_vViewAng);
1047 arc.ArchiveInteger(&buttons);
1048 arc.ArchiveInteger(&new_buttons);
1049 arc.ArchiveInteger(&server_new_buttons);
1050 arc.ArchiveFloat(&respawn_time);
1052 arc.ArchiveInteger(&last_attack_button);
1054 arc.ArchiveFloat(&damage_blood);
1055 arc.ArchiveFloat(&damage_alpha);
1056 arc.ArchiveVector(&damage_blend);
1057 arc.ArchiveVector(&damage_from);
1058 arc.ArchiveVector(&damage_angles);
1059 arc.ArchiveFloat(&damage_count);
1060 arc.ArchiveFloat(&next_painsound_time);
1062 arc.ArchiveSafePointer(&camera);
1063 arc.ArchiveSafePointer(&actor_camera);
1064 arc.ArchiveSafePointer(&actor_to_watch);
1066 arc.ArchiveBoolean(&actor_camera_right);
1067 arc.ArchiveBoolean(&starting_actor_camera_right);
1069 arc.ArchiveInteger(&music_current_mood);
1070 arc.ArchiveInteger(&music_fallback_mood);
1072 arc.ArchiveFloat(&music_current_volume);
1073 arc.ArchiveFloat(&music_saved_volume);
1074 arc.ArchiveFloat(&music_volume_fade_time);
1076 arc.ArchiveInteger(&reverb_type);
1077 arc.ArchiveFloat(&reverb_level);
1079 arc.ArchiveBoolean(&gibbed);
1080 arc.ArchiveFloat(&pain);
1082 ArchiveEnum(pain_dir, painDirection_t);
1083 ArchiveEnum(pain_type, meansOfDeath_t);
1085 arc.ArchiveInteger(&pain_location);
1086 arc.ArchiveBool(&take_pain);
1087 arc.ArchiveInteger(&nextpaintime);
1089 arc.ArchiveFloat(&m_fHealRate);
1091 arc.ArchiveBool(&knockdown);
1092 arc.ArchiveBool(&canfall);
1093 arc.ArchiveBool(&falling);
1095 arc.ArchiveInteger(&feetfalling);
1096 arc.ArchiveVector(&falldir);
1098 arc.ArchiveBool(&mediumimpact);
1099 arc.ArchiveBool(&hardimpact);
1101 arc.ArchiveBoolean(&music_forced);
1103 arc.ArchiveRaw(&last_ucmd,
sizeof(usercmd_t));
1104 arc.ArchiveRaw(&last_eyeinfo,
sizeof(usereyes_t));
1106 arc.ArchiveFloat(&animheight);
1108 arc.ArchiveVector(&yaw_forward);
1109 arc.ArchiveVector(&yaw_left);
1111 arc.ArchiveSafePointer(&atobject);
1112 arc.ArchiveFloat(&atobject_dist);
1113 arc.ArchiveVector(&atobject_dir);
1115 arc.ArchiveSafePointer(&toucheduseanim);
1116 arc.ArchiveInteger(&useanim_numloops);
1117 arc.ArchiveSafePointer(&useitem_in_use);
1119 arc.ArchiveFloat(&move_left_vel);
1120 arc.ArchiveFloat(&move_right_vel);
1121 arc.ArchiveFloat(&move_backward_vel);
1122 arc.ArchiveFloat(&move_forward_vel);
1123 arc.ArchiveFloat(&move_up_vel);
1124 arc.ArchiveFloat(&move_down_vel);
1125 arc.ArchiveInteger(&moveresult);
1127 arc.ArchiveFloat(&damage_multiplier);
1129 arc.ArchiveString(&waitForState);
1130 arc.ArchiveInteger(&m_iNumObjectives);
1131 arc.ArchiveInteger(&m_iObjectivesCompleted);
1133 for (
int i = 0; i < MAX_TRAILS; i++) {
1134 arc.ArchiveVector(&mvTrail[i]);
1137 for (
int i = 0; i < MAX_TRAILS; i++) {
1138 arc.ArchiveVector(&mvTrailEyes[i]);
1141 arc.ArchiveInteger(&mCurTrailOrigin);
1142 arc.ArchiveInteger(&mLastTrailTime);
1144 arc.ArchiveInteger(&m_iNumHitsTaken);
1145 arc.ArchiveInteger(&m_iNumEnemiesKilled);
1146 arc.ArchiveInteger(&m_iNumObjectsDestroyed);
1147 arc.ArchiveInteger(&m_iNumShotsFired);
1148 arc.ArchiveInteger(&m_iNumHits);
1149 arc.ArchiveInteger(&m_iNumHeadShots);
1150 arc.ArchiveInteger(&m_iNumTorsoShots);
1151 arc.ArchiveInteger(&m_iNumLeftLegShots);
1152 arc.ArchiveInteger(&m_iNumRightLegShots);
1153 arc.ArchiveInteger(&m_iNumGroinShots);
1154 arc.ArchiveInteger(&m_iNumLeftArmShots);
1155 arc.ArchiveInteger(&m_iNumRightArmShots);
1159 ArchiveEnum(m_jailstate, jailstate_t);
1160 arc.ArchiveString(&m_sDmPrimary);
1161 arc.ArchiveBool(&m_bIsInJail);
1164 arc.ArchiveFloat(&m_fLastDeltaTime);
1168 arc.ArchiveFloat(&m_fLastSprintTime);
1169 arc.ArchiveBool(&m_bHasJumped);
1173 if (currentState_Legs) {
1174 tempStr = currentState_Legs->getName();
1178 arc.ArchiveString(&tempStr);
1180 if (currentState_Torso) {
1181 tempStr = currentState_Torso->getName();
1185 arc.ArchiveString(&tempStr);
1187 statemap_Legs = GetStatemap(
1188 str(g_statefile->string) +
"_Legs.st", (Condition<Class> *)m_conditions, &legs_conditionals,
false
1190 statemap_Torso = GetStatemap(
1191 str(g_statefile->string) +
"_Torso.st", (Condition<Class> *)m_conditions, &torso_conditionals,
false
1194 arc.ArchiveString(&tempStr);
1195 if (tempStr !=
"NULL") {
1196 currentState_Legs = statemap_Legs->FindState(tempStr);
1198 currentState_Legs = NULL;
1200 arc.ArchiveString(&tempStr);
1201 if (tempStr !=
"NULL") {
1202 currentState_Torso = statemap_Torso->FindState(tempStr);
1204 currentState_Torso = NULL;
1207 for (
int i = 1; i <= legs_conditionals.NumObjects(); i++) {
1208 Conditional *c = legs_conditionals.ObjectAt(i);
1210 if (Q_stricmp(c->getName(),
"PAIN") && !c->parmList.NumObjects()) {
1211 m_pLegsPainCond = c;
1216 for (
int i = 1; i <= torso_conditionals.NumObjects(); i++) {
1217 Conditional *c = torso_conditionals.ObjectAt(i);
1219 if (Q_stricmp(c->getName(),
"PAIN") && !c->parmList.NumObjects()) {
1220 m_pTorsoPainCond = c;
1226 if (arc.Loading()) {
1228 SetViewAngles(v_angle);
1234 arc.ArchiveBool(&m_bFrozen);
1236 for (
int i = 0; i < MAX_SPEED_MULTIPLIERS; i++) {
1237 arc.ArchiveFloat(&speed_multiplier[i]);
1240 if (arc.Loading()) {
1244 arc.ArchiveBool(&animDoneVM);
1245 arc.ArchiveFloat(&m_fVMAtime);
1248inline Camera *Player::CurrentCamera(
void)
1253inline void Player::CameraCut(
void)
1258 client->ps.camera_flags = ((client->ps.camera_flags & CF_CAMERA_CUT_BIT) ^ CF_CAMERA_CUT_BIT)
1259 | (client->ps.camera_flags & ~CF_CAMERA_CUT_BIT);
1262inline void Player::CameraCut(
Camera *ent)
1264 if (ent == camera) {
1270inline void Player::SetCamera(
Camera *ent,
float switchTime)
1273 client->ps.camera_time = switchTime;
1274 if (switchTime <= 0.0f) {
Definition characterstate.h:82
Definition container.h:85
Definition dm_manager.h:38
Definition listener.h:246
Definition playerstart.h:34
Definition scriptdelegate.h:100
Definition gamescript.h:165
Definition characterstate.h:291
Definition characterstate.h:208
Definition uiconsole.h:28
Definition characterstate.h:76
Definition bg_public.h:283