amxmodx/public/resdk/cstrike/API/CSPlayer.h

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/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "CSPlayerItem.h"
#include "CSPlayerWeapon.h"
class CCSPlayer: public CCSMonster {
public:
CCSPlayer() : m_bForceShowMenu(false), m_flRespawnPending(0), m_flSpawnProtectionEndTime(0)
{
m_szModel[0] = '\0';
}
virtual bool IsConnected() const;
virtual void SetAnimation(PLAYER_ANIM playerAnim);
virtual void AddAccount(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
virtual CBaseEntity *GiveNamedItem(const char *pszName);
virtual CBaseEntity *GiveNamedItemEx(const char *pszName);
virtual void GiveDefaultItems();
virtual void GiveShield(bool bDeploy = true);
virtual void DropShield(bool bDeploy = true);
virtual void DropPlayerItem(const char *pszItemName);
virtual void RemoveShield();
virtual void RemoveAllItems(bool bRemoveSuit);
virtual bool RemovePlayerItem(const char* pszItemName);
virtual void SetPlayerModel(bool bHasC4);
virtual void SetPlayerModelEx(const char *modelName);
virtual void SetNewPlayerModel(const char *modelName);
virtual void ClientCommand(const char *cmd, const char *arg1 = nullptr, const char *arg2 = nullptr, const char *arg3 = nullptr);
virtual void SetProgressBarTime(int time);
virtual void SetProgressBarTime2(int time, float timeElapsed);
virtual struct edict_s *EntSelectSpawnPoint();
virtual void SetBombIcon(bool bFlash = false);
virtual void SetScoreAttrib(CBasePlayer *dest);
virtual void SendItemStatus();
virtual void ReloadWeapons(CBasePlayerItem *pWeapon = nullptr, bool bForceReload = false, bool bForceRefill = false);
virtual void Observer_SetMode(int iMode);
virtual bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot);
virtual bool SwitchWeapon(CBasePlayerItem *pWeapon);
virtual void SwitchTeam();
virtual bool JoinTeam(TeamName team);
virtual void StartObserver(Vector& vecPosition, Vector& vecViewAngle);
virtual void TeamChangeUpdate();
virtual void DropSecondary();
virtual void DropPrimary();
virtual bool HasPlayerItem(CBasePlayerItem *pCheckItem);
virtual bool HasNamedPlayerItem(const char *pszItemName);
virtual CBasePlayerItem *GetItemById(WeaponIdType weaponID);
virtual CBasePlayerItem *GetItemByName(const char *itemName);
virtual void Disappear();
virtual void MakeVIP();
virtual bool MakeBomber();
virtual void ResetSequenceInfo();
virtual void StartDeathCam();
virtual bool RemovePlayerItemEx(const char* pszItemName, bool bRemoveAmmo);
virtual void SetSpawnProtection(float flProtectionTime);
virtual void RemoveSpawnProtection();
CBasePlayer *BasePlayer() const;
public:
enum EProtectionState
{
ProtectionSt_NoSet,
ProtectionSt_Active,
ProtectionSt_Expired,
};
EProtectionState GetProtectionState() const;
public:
char m_szModel[32];
bool m_bForceShowMenu;
float m_flRespawnPending;
float m_flSpawnProtectionEndTime;
};
// Inlines
inline CBasePlayer *CCSPlayer::BasePlayer() const
{
return reinterpret_cast<CBasePlayer *>(this->m_pContainingEntity);
}
inline CCSPlayer::EProtectionState CCSPlayer::GetProtectionState() const
{
// no protection set
if (m_flSpawnProtectionEndTime <= 0.0f)
return ProtectionSt_NoSet;
// check if end time of protection isn't expired yet
if (m_flSpawnProtectionEndTime >= gpGlobals->time)
return ProtectionSt_Active;
// has expired
return ProtectionSt_Expired;
}