Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: provides an interface for dlls to query information about players from the game dll
//
//=============================================================================//
#ifndef IPLAYERINFO_H
#define IPLAYERINFO_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
// helper class for user commands
class CBotCmd { public: CBotCmd() { Reset(); }
virtual ~CBotCmd() { };
void Reset() { command_number = 0; tick_count = 0; viewangles.Init(); forwardmove = 0.0f; sidemove = 0.0f; upmove = 0.0f; buttons = 0; impulse = 0; weaponselect = 0; weaponsubtype = 0; random_seed = 0; mousedx = 0; mousedy = 0;
hasbeenpredicted = false; }
CBotCmd& operator =( const CBotCmd& src ) { if ( this == &src ) return *this;
command_number = src.command_number; tick_count = src.tick_count; viewangles = src.viewangles; forwardmove = src.forwardmove; sidemove = src.sidemove; upmove = src.upmove; buttons = src.buttons; impulse = src.impulse; weaponselect = src.weaponselect; weaponsubtype = src.weaponsubtype; random_seed = src.random_seed; mousedx = src.mousedx; mousedy = src.mousedy; hasbeenpredicted = src.hasbeenpredicted; return *this; }
// For matching server and client commands for debugging
int command_number; // the tick the client created this command
int tick_count; // Player instantaneous view angles.
QAngle viewangles; // Intended velocities
// forward velocity.
float forwardmove; // sideways velocity.
float sidemove; // upward velocity.
float upmove; // Attack button states
int buttons; // Impulse command issued.
byte impulse; // Current weapon id
int weaponselect; int weaponsubtype;
int random_seed; // For shared random functions
short mousedx; // mouse accum in x from create move
short mousedy; // mouse accum in y from create move
// Client only, tracks whether we've predicted this command at least once
bool hasbeenpredicted; };
abstract_class IPlayerInfo { public: // returns the players name (UTF-8 encoded)
virtual const char *GetName() = 0; // returns the userid (slot number)
virtual int GetUserID() = 0; // returns the string of their network (i.e Steam) ID
virtual const char *GetNetworkIDString() = 0; // returns the team the player is on
virtual int GetTeamIndex() = 0; // changes the player to a new team (if the game dll logic allows it)
virtual void ChangeTeam( int iTeamNum ) = 0; // returns the number of kills this player has (exact meaning is mod dependent)
virtual int GetFragCount() = 0; // returns the number of deaths this player has (exact meaning is mod dependent)
virtual int GetDeathCount() = 0; // returns if this player slot is actually valid
virtual bool IsConnected() = 0; // returns the armor/health of the player (exact meaning is mod dependent)
virtual int GetArmorValue() = 0;
// extensions added to V2
// various player flags
virtual bool IsHLTV() = 0; virtual bool IsPlayer() = 0; virtual bool IsFakeClient() = 0; virtual bool IsDead() = 0; virtual bool IsInAVehicle() = 0; virtual bool IsObserver() = 0;
// player position and size
virtual const Vector GetAbsOrigin() = 0; virtual const QAngle GetAbsAngles() = 0; virtual const Vector GetPlayerMins() = 0; virtual const Vector GetPlayerMaxs() = 0; // the name of the weapon currently being carried
virtual const char *GetWeaponName() = 0; // the name of the player model in use
virtual const char *GetModelName() = 0; // current player health
virtual const int GetHealth() = 0; // max health value
virtual const int GetMaxHealth() = 0; // the last user input from this player
virtual CBotCmd GetLastUserCommand() = 0;
virtual bool IsReplay() = 0; };
#define INTERFACEVERSION_PLAYERINFOMANAGER "PlayerInfoManager002"
abstract_class IPlayerInfoManager { public: virtual IPlayerInfo *GetPlayerInfo( edict_t *pEdict ) = 0; virtual CGlobalVars *GetGlobalVars() = 0; };
abstract_class IBotController { public: // change the bots position
virtual void SetAbsOrigin( Vector & vec ) = 0; virtual void SetAbsAngles( QAngle & ang ) = 0; virtual void SetLocalOrigin( const Vector& origin ) = 0; virtual const Vector GetLocalOrigin( void ) = 0; virtual void SetLocalAngles( const QAngle& angles ) = 0; virtual const QAngle GetLocalAngles( void ) = 0;
// strip them of weapons, etc
virtual void RemoveAllItems( bool removeSuit ) = 0; // give them a weapon
virtual void SetActiveWeapon( const char *WeaponName ) = 0; // check various effect flags
virtual bool IsEFlagSet( int nEFlagMask ) = 0; // fire a virtual move command to the bot
virtual void RunPlayerMove( CBotCmd *ucmd ) = 0; };
#define INTERFACEVERSION_PLAYERBOTMANAGER "BotManager001"
abstract_class IBotManager { public: virtual IBotController *GetBotController( edict_t *pEdict ) = 0; // create a new bot and spawn it into the server
virtual edict_t *CreateBot( const char *botname ) = 0; };
#endif // IPLAYERINFO_H
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