nuclide/src/shared/NSClientPlayer.h

170 lines
4.4 KiB
C++

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