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