170 lines
4.4 KiB
C++
170 lines
4.4 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/** This entity class represents every player client.
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When clients connect via the connect command, they will findthemselves
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of type NSClientPlayer.
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*/
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class
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NSClientPlayer:NSClientSpectator
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{
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#ifdef SERVER
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PREDICTED_INT_N(weaponframe);
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#else
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PREDICTED_INT(weaponframe);
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PREDICTED_FLOAT(vehicle_entnum);
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#endif
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PREDICTED_FLOAT(health);
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PREDICTED_FLOAT(armor);
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PREDICTED_FLOAT_N(colormap);
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PREDICTED_FLOAT_N(gflags);
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PREDICTED_FLOAT(viewzoom);
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PREDICTED_VECTOR_N(view_ofs);
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PREDICTED_VECTOR(v_angle);
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PREDICTED_FLOAT_N(pmove_flags);
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PREDICTED_FLOAT(w_attack_next);
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PREDICTED_FLOAT(w_idle_next);
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PREDICTED_FLOAT(teleport_time);
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PREDICTED_FLOAT(weapontime);
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PREDICTED_VECTOR(punchangle);
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/* We can't use the default .items field, because FTE will assume
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* effects of some bits. Such as invisibility, quad, etc.
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* also, modders probably want 32 bits for items. */
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PREDICTED_INT(g_items);
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PREDICTED_FLOAT(activeweapon);
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#ifdef NEW_INVENTORY
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NSWeapon m_weapons[MAX_WEAPONS];
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NSWeapon m_activeweapon;
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#endif
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/* vehicle info */
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PREDICTED_ENT(vehicle);
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/* these are NOT networked */
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int a_ammo1;
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int a_ammo2;
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int a_ammo3;
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/* any mods that use hooks */
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entity hook;
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void(void) NSClientPlayer;
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virtual void(void) ClientInput;
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virtual void(void) PreFrame;
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virtual void(void) PostFrame;
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virtual void(float) Physics_Fall;
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virtual void(void) Physics_Crouch;
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virtual void(void) Physics_Jump;
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virtual void(float) Physics_CheckJump;
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virtual void(void) Physics_SetViewParms;
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virtual void(void) Physics_WaterJump;
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virtual void(void) Physics_WaterMove;
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virtual float(void) Physics_MaxSpeed;
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virtual void(void) Physics_InputPreMove;
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virtual void(void) Physics_InputPostMove;
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virtual void(void) Physics_Run;
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virtual bool(void) IsFakeSpectator;
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virtual bool(void) IsRealSpectator;
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virtual bool(void) IsDead;
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virtual bool(void) IsPlayer;
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/** Empty & shared between Client and Server. This is run on every player, every frame, to update their animation cycle. */
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virtual void UpdatePlayerAnimation(float);
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#ifdef CLIENT
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int sequence;
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/* external weapon model */
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entity p_model;
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int p_hand_bone;
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int p_model_bone;
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float lastweapon;
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virtual void(void) VehicleRelink;
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virtual void(void) OnRemoveEntity;
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virtual void(float, float) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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virtual void(void) ClientInputFrame;
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virtual void(void) UpdateAliveCam;
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virtual float predraw(void);
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virtual void postdraw(void);
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/** Empty. Updates the bone controller responsible for mouth movement. */
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virtual void UpdatePlayerJaw(float);
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/** Empty. This is run on every player, every frame to update attachments. */
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virtual void UpdatePlayerAttachments(bool);
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#else
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int voted;
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int step;
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float step_time;
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int m_iUnderwaterDamage;
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float m_flUnderwaterTime;
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float m_flPainTime;
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entity last_used;
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virtual void(float) Save;
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virtual void(string,string) Restore;
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virtual void(void) Respawn;
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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virtual float(entity, float) OptimiseChangedFlags;
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virtual void(void) Death;
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virtual void(void) MakePlayer;
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virtual void(void) MakeTempSpectator;
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virtual void(void) InputUse_Down;
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virtual void(void) InputUse_Up;
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#endif
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virtual void Footsteps_Update(void);
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};
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_MODELINDEX,
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PLAYER_ORIGIN,
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PLAYER_ANGLES,
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PLAYER_VELOCITY,
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PLAYER_FLAGS,
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PLAYER_WEAPON,
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PLAYER_ITEMS,
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PLAYER_HEALTH,
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PLAYER_SIZE,
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PLAYER_MOVETYPE,
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PLAYER_PUNCHANGLE,
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PLAYER_VIEWZOOM,
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PLAYER_TIMINGS,
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PLAYER_VEHICLE,
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PLAYER_SPECTATE,
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PLAYER_CUSTOMFIELDSTART,
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};
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