FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/player.h

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virtual int GetTeamIndex(); virtual void ChangeTeam( int iTeamNum ); virtual int GetFragCount(); virtual int GetDeathCount(); virtual bool IsConnected(); virtual int GetArmorValue();
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virtual int GetTeamIndex(); virtual void ChangeTeam( int iTeamNum ); virtual int GetFragCount(); virtual int GetFortPointsCount(); virtual int GetDeathCount(); virtual bool IsConnected(); virtual int GetArmorValue();
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DECLARE_CLASS( CBasePlayer, CBaseCombatCharacter ); protected: // HACK FOR BOTS friend class CBotManager; static edict_t *s_PlayerEdict; // must be set before calling constructor public: DECLARE_DATADESC();
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DECLARE_CLASS( CBasePlayer, CBaseCombatCharacter ); protected: // HACK FOR BOTS #ifdef _DEBUG friend class CBotManager; #endif static edict_t *s_PlayerEdict; // must be set before calling constructor public: DECLARE_DATADESC();
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ); virtual void DeathSound( const CTakeDamageInfo &info ); Class_T Classify ( void ); virtual void SetAnimation( PLAYER_ANIM playerAnim ); void SetWeaponAnimType( const char *szExtention );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ); virtual void DeathSound( const CTakeDamageInfo &info ); Class_T Classify ( void ) { return CLASS_PLAYER; } virtual void SetAnimation( PLAYER_ANIM playerAnim ); void SetWeaponAnimType( const char *szExtention );
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bool UsingStandardWeaponsInVehicle( void ); void AddPoints( int score, bool bAllowNegativeScore ); void AddPointsToTeam( int score, bool bAllowNegativeScore ); virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon ); bool RemovePlayerItem( CBaseCombatWeapon *pItem );
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bool UsingStandardWeaponsInVehicle( void ); void AddPoints( int score, bool bAllowNegativeScore ); void AddFortPoints( int score, const char *szDescription ); void AddPointsToTeam( int score, bool bAllowNegativeScore ); virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon ); bool RemovePlayerItem( CBaseCombatWeapon *pItem );
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bool ClearUseEntity(); CBaseEntity *DoubleCheckUseNPC( CBaseEntity *pNPC, const Vector &vecSrc, const Vector &vecDir ); // physics interactions // mass/size limit set to zero for none
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bool ClearUseEntity(); CBaseEntity *DoubleCheckUseNPC( CBaseEntity *pNPC, const Vector &vecSrc, const Vector &vecDir ); CBasePlayer *MyCharacterPointer( void ) { return this; } // physics interactions // mass/size limit set to zero for none
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// Accessor methods int FragCount() const { return m_iFrags; } int DeathCount() const { return m_iDeaths;} bool IsConnected() const { return m_iConnected != PlayerDisconnected; } bool IsDisconnecting() const { return m_iConnected == PlayerDisconnecting; }
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// Accessor methods int FragCount() const { return m_iFrags; } int FortPointsCount() const { return m_iFortPoints; } int DeathCount() const { return m_iDeaths;} bool IsConnected() const { return m_iConnected != PlayerDisconnected; } bool IsDisconnecting() const { return m_iConnected == PlayerDisconnecting; }
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void ResetDeathCount(); void IncrementDeathCount( int nCount ); void SetArmorValue( int value ); void IncrementArmorValue( int nCount, int nMaxValue = -1 );
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void ResetDeathCount(); void IncrementDeathCount( int nCount ); void ResetFortPointsCount(); void IncrementFortPointsCount( int nCount ); void SetArmorValue( int value ); void IncrementArmorValue( int nCount, int nMaxValue = -1 );
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bool m_bPredictWeapons; // user has client side predicted weapons float GetDeathTime( void ) { return m_flDeathTime; } private:
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bool m_bPredictWeapons; // user has client side predicted weapons float GetDeathTime( void ) { return m_flDeathTime; } float m_flNextSpawnDelay; // Mulch: used for kill & force spawning after spawning for first time private:
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int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE int m_iFrags; int m_iDeaths; float m_flNextDecalTime;// next time this player can spray a decal
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int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE int m_iFrags; int m_iFortPoints; int m_iDeaths; float m_flNextDecalTime;// next time this player can spray a decal
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float m_flOldPlayerZ; float m_flOldPlayerViewOffsetZ; bool m_bPlayerUnderwater;
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float m_flOldPlayerZ; float m_flOldPlayerViewOffsetZ; bool m_bSmoothStair; // |-- Mirv bool m_bPlayerUnderwater;
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friend class CHL1GameMovement; friend class CCSGameMovement; friend class CHL2GameMovement; friend class CDODGameMovement; // Accessors for gamemovement
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friend class CHL1GameMovement; friend class CCSGameMovement; friend class CHL2GameMovement; // --> billdoor: allow access to private member variables from our player movement code friend class CFFGameMovement; // <-- billdoor: allow access to private member variables from our player movement code // --> Mirv: this was put in by billdoor to access the maxspeed variable friend class CFFPlayer; // <-- Mirv: this was put in by billdoor to access the maxspeed variable friend class CDODGameMovement; // Accessors for gamemovement