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661 lines
19 KiB
661 lines
19 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL1.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef DOD_PLAYER_H
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#define DOD_PLAYER_H
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#pragma once
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#include "basemultiplayerplayer.h"
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#include "server_class.h"
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#include "dod_playeranimstate.h"
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#include "dod_shareddefs.h"
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#include "dod_player_shared.h"
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#include "unisignals.h"
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#include "dod_statmgr.h"
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#include "utlmap.h"
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#include "steam/steam_gameserver.h"
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#include "hintsystem.h"
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// Function table for each player state.
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class CDODPlayerStateInfo
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{
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public:
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DODPlayerState m_iPlayerState;
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const char *m_pStateName;
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void (CDODPlayer::*pfnEnterState)(); // Init and deinit the state.
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void (CDODPlayer::*pfnLeaveState)();
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void (CDODPlayer::*pfnPreThink)(); // Do a PreThink() in this state.
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};
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class CDODPlayer;
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//=======================================
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//Record of either damage taken or given.
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//Contains the player name that we hurt or that hurt us,
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//and the total damage
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//=======================================
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class CDamageRecord
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{
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public:
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CDamageRecord( const char *pszName, int iLifeID, int iDamage )
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{
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Q_strncpy( m_szPlayerName, pszName, MAX_PLAYER_NAME_LENGTH );
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m_iDamage = iDamage;
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m_iNumHits = 1;
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m_iLifeID = iLifeID;
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}
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void AddDamage( int iDamage )
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{
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m_iDamage += iDamage;
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m_iNumHits++;
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}
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char *GetPlayerName( void ) { return m_szPlayerName; }
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int GetDamage( void ) { return m_iDamage; }
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int GetNumHits( void ) { return m_iNumHits; }
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int GetLifeID( void ) { return m_iLifeID; }
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private:
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char m_szPlayerName[MAX_PLAYER_NAME_LENGTH];
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int m_iLifeID; // life ID of the player when this damage was done
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int m_iDamage; //how much damage was done
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int m_iNumHits; //how many hits
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};
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#define SIGNAL_CAPTUREAREA (1<<0)
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class CDODBombTarget;
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class CDODPlayerStatProperty
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{
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DECLARE_CLASS_NOBASE( CDODPlayerStatProperty );
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public:
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CDODPlayerStatProperty()
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{
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m_iCurrentLifePlayerClass = -1;
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m_bRecordingStats = false;
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ResetPerLifeStats();
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}
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~CDODPlayerStatProperty() {}
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void SetClassAndTeamForThisLife( int iPlayerClass, int iTeam );
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void IncrementPlayerClassStat( DODStatType_t statType, int iValue = 1 );
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void IncrementWeaponStat( DODWeaponID iWeaponID, DODStatType_t statType, int iValue = 1 );
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// reset per life stats
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void ResetPerLifeStats( void );
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// send this life's worth of data to the client
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void SendStatsToPlayer( CDODPlayer *pPlayer );
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private:
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bool m_bRecordingStats; // not recording until we get a valid class. stop recording when we join spectator
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int m_iCurrentLifePlayerClass;
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int m_iCurrentLifePlayerTeam;
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// single life's worth of player stats
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dod_stat_accumulator_t m_PlayerStatsPerLife;
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// single life's worth of weapon stats
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dod_stat_accumulator_t m_WeaponStatsPerLife[WEAPON_MAX];
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bool m_bWeaponStatsDirty[WEAPON_MAX];
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};
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//=============================================================================
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// >> Day of Defeat player
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//=============================================================================
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class CDODPlayer : public CBaseMultiplayerPlayer
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{
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public:
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DECLARE_CLASS( CDODPlayer, CBaseMultiplayerPlayer );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CDODPlayer();
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~CDODPlayer();
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static CDODPlayer *CreatePlayer( const char *className, edict_t *ed );
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static CDODPlayer* Instance( int iEnt );
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// This passes the event to the client's and server's CPlayerAnimState.
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void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
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void SetupBones( matrix3x4_t *pBoneToWorld, int boneMask );
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virtual void Precache();
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void PrecachePlayerModel( const char *szPlayerModel );
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virtual void Spawn();
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virtual void InitialSpawn( void );
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virtual void CheatImpulseCommands( int iImpulse );
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virtual void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper );
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virtual void PreThink();
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virtual void PostThink();
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virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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void Pain( void );
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void OnDamagedByExplosion( const CTakeDamageInfo &info );
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void OnDamageByStun( const CTakeDamageInfo &info );
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void DeafenThink( void );
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virtual void UpdateGeigerCounter( void ) {}
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virtual void CheckTrainUpdate( void ) {}
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virtual void CreateViewModel( int viewmodelindex = 0 );
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virtual bool SetObserverMode(int mode); // sets new observer mode, returns true if successful
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virtual bool ModeWantsSpectatorGUI( int iMode ) { return ( iMode != OBS_MODE_DEATHCAM && iMode != OBS_MODE_FREEZECAM ); }
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// from CBasePlayer
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void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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CBaseEntity* EntSelectSpawnPoint();
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void ChangeTeam( int iTeamNum );
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bool CanMove( void ) const;
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virtual void SharedSpawn();
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void CheckProneMoveSound( int groundspeed, bool onground );
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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virtual const Vector GetPlayerMins( void ) const; // uses local player
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virtual const Vector GetPlayerMaxs( void ) const; // uses local player
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void DODRespawn( void );
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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CBaseEntity * GiveNamedItem( const char *pszName, int iSubType = 0 );
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bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
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void SetScore( int score );
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void AddScore( int num );
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int GetScore( void ) { return m_iScore; }
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int m_iScore;
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// Simulates a single frame of movement for a player
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void RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime );
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//Damage record functions
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void RecordDamageTaken( CDODPlayer *pAttacker, int iDamageTaken );
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void RecordWorldDamageTaken( int iDamageTaken );
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void RecordDamageGiven( CDODPlayer *pVictim, int iDamageGiven );
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void ResetDamageCounters(); //Reset all lists
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void OutputDamageTaken( void );
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void OutputDamageGiven( void );
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// Voice Commands
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//============
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void HandleCommand_Voice( const char *pcmd ); // player submitted a raw voice_ command
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void HandleCommand_HandSignal( const char *pcmd ); // player wants to show a hand signal
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void VoiceCommand( int iVoiceCommand ); // internal voice command function
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void HandSignal( int iSignal ); // same for hand signals
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float m_flNextVoice;
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float m_flNextHandSignal;
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void PopHelmet( Vector vecDir, Vector vecForceOrigin );
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bool DropActiveWeapon( void );
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bool DropPrimaryWeapon( void );
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bool DODWeaponDrop( CBaseCombatWeapon *pWeapon, bool bThrowForward );
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bool BumpWeapon( CBaseCombatWeapon *pBaseWeapon );
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CWeaponDODBase* GetActiveDODWeapon() const;
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virtual void AttemptToExitFreezeCam( void );
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//Generic Ammo
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//============
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void DropGenericAmmo( void );
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void ReturnGenericAmmo( void );
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bool GiveGenericAmmo( void );
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bool m_bHasGenericAmmo;
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void ResetBleeding( void );
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void Bandage( void ); // stops the bleeding
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void SetBandager( CDODPlayer *pPlayer );
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bool IsBeingBandaged( void );
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EHANDLE m_hBandager;
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//Area Signals
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//============
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//to determine if the player is in a sandbag trigger
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CUnifiedSignals m_signals; // Player signals (buy zone, bomb zone, etc.)
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int m_iCapAreaIconIndex; //which area's icon to show - we are not necessarily capping it.
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int m_iObjectAreaIndex; //if the player is in an object cap area, which one?
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void SetCapAreaIndex( int index );
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int GetCapAreaIndex( void );
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void ClearCapAreaIndex() { SetCapAreaIndex(-1); }
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void SetCPIndex( int index );
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float m_fHandleSignalsTime; //time to next check the area signals
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void HandleSignals( void ); //check if signals need to do anything, like turn icons on or off
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bool ShouldAutoReload( void ) { return m_bAutoReload; }
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void SetAutoReload( bool bAutoReload ) { m_bAutoReload = bAutoReload; }
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bool ShouldAutoRezoom( void ) { return m_bAutoRezoom; }
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void SetAutoRezoom( bool bAutoRezoom ) { m_bAutoRezoom = bAutoRezoom; }
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// Hints
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virtual CHintSystem *Hints( void ) { return &m_Hints; }
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// Reset all scores
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void ResetScores( void );
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int GetHealthAsString( char *pDest, int iDestSize );
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int GetLastPlayerIDAsString( char *pDest, int iDestSize );
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int GetClosestPlayerHealthAsString( char *pDest, int iDestSize );
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int GetPlayerClassAsString( char *pDest, int iDestSize );
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int GetNearestLocationAsString( char *pDest, int iDestSize );
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int GetTimeleftAsString( char *pDest, int iDestSize );
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int GetStringForEscapeSequence( char c, char *pDest, int iDestSize );
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virtual void CheckChatText( char *p, int bufsize );
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void PushawayThink();
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void DestroyRagdoll( void );
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virtual bool CanHearChatFrom( CBasePlayer *pPlayer );
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virtual void CommitSuicide( bool bExplode = false, bool bForce = false );
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virtual void CommitSuicide( const Vector &vecForce, bool bExplode = false, bool bForce = false );
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virtual bool StartReplayMode( float fDelay, float fDuration, int iEntity );
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virtual void StopReplayMode();
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void PickUpWeapon( CWeaponDODBase *pWeapon );
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int GetPriorityForPickUpEnt( CBaseEntity *pEnt );
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virtual CBaseEntity *FindUseEntity();
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virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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void SetDeathFlags( int iDeathFlags ) { m_iDeathFlags = iDeathFlags; }
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int GetDeathFlags() { return m_iDeathFlags; }
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void RemoveNemesisRelationships();
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virtual void OnAchievementEarned( int iAchievement );
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void RecalculateAchievementAwardsMask();
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bool ShouldInstantRespawn( void );
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void StatEvent_UploadStats( void );
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void StatEvent_KilledPlayer( DODWeaponID iKillingWeapon );
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void StatEvent_WasKilled( void );
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void StatEvent_RoundWin( void );
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void StatEvent_RoundLoss( void );
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void StatEvent_PointCaptured( void );
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void StatEvent_CaptureBlocked( void );
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void StatEvent_BombPlanted( void );
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void StatEvent_BombDefused( void );
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void StatEvent_ScoredDomination( void );
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void StatEvent_ScoredRevenge( void );
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void StatEvent_WeaponFired( DODWeaponID iWeaponID );
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void StatEvent_WeaponHit( DODWeaponID iWeaponID, bool bWasHeadshot );
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// ------------------------------------------------------------------------------------------------ //
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// Player state management.
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// ------------------------------------------------------------------------------------------------ //
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public:
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void State_Transition( DODPlayerState newState );
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DODPlayerState State_Get() const; // Get the current state.
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void MoveToNextIntroCamera(); //Cycle view through available intro cameras
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bool ClientCommand( const CCommand &args );
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virtual bool IsReadyToPlay( void );
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void FireBullets( const FireBulletsInfo_t &info );
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bool CanAttack( void );
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void SetBazookaDeployed( bool bDeployed ) { m_bBazookaDeployed = bDeployed; }
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// from cbasecombatcharacter
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virtual void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity );
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virtual void VPhysicsShadowUpdate( IPhysicsObject *pPhysics );
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void DeathSound( const CTakeDamageInfo &info );
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Activity TranslateActivity( Activity baseAct, bool *pRequired = NULL );
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CNetworkVar( float, m_flStunDuration );
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CNetworkVar( float, m_flStunMaxAlpha );
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// Stats Functions
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void Stats_WeaponFired( int weaponID );
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void Stats_WeaponHit( CDODPlayer *pVictim, int weaponID, int iDamage, int iDamageGiven, int hitgroup, float flHitDistance );
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void Stats_HitByWeapon( CDODPlayer *pAttacker, int weaponID, int iDamage, int iDamageGiven, int hitgroup );
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void Stats_KilledPlayer( CDODPlayer *pVictim, int weaponID );
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void Stats_KilledByPlayer( CDODPlayer *pAttacker, int weaponID );
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void Stats_AreaDefended( void );
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void Stats_AreaCaptured( void );
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void Stats_BonusRoundKill( void );
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void Stats_BombDetonated( void );
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void PrintLifetimeStats( void );
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// Called whenever this player fires a shot.
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void NoteWeaponFired();
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virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const;
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void TallyLatestTimePlayedPerClass( int iOldTeam, int iOldClass );
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void ResetProgressBar( void );
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void SetProgressBarTime( int barTime );
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void StoreCaptureBlock( int iAreaIndex, int iCapAttempt );
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int GetLastBlockCapAttempt( void );
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int GetLastBlockAreaIndex( void );
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public:
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CNetworkVarEmbedded( CDODPlayerShared, m_Shared );
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int m_flNextTimeCheck; // Next time the player can execute a "timeleft" command
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Vector m_lastStandingPos; // used by the gamemovement code for finding ladders
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void SetSprinting( bool bIsSprinting );
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void SetDefusing( CDODBombTarget *pTarget );
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bool m_bIsDefusing;
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CHandle<CDODBombTarget> m_pDefuseTarget;
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void SetPlanting( CDODBombTarget *pTarget );
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bool m_bIsPlanting;
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CHandle<CDODBombTarget> m_pPlantTarget;
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// Achievements
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void HandleHeadshotAchievement( int iNumHeadshots );
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void HandleDeployedMGKillCount( int iNumDeployedKills );
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int GetDeployedKillStreak( void );
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void HandleEnemyWeaponsAchievement( int iNumEnemyWpnKills );
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void ResetComboWeaponKill( void );
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void HandleComboWeaponKill( int iWeaponType );
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virtual void PlayUseDenySound();
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int iNumKilledByUnanswered[MAX_PLAYERS+1]; // how many unanswered kills this player has been dealt by every other player
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#if !defined(NO_STEAM)
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STEAM_GAMESERVER_CALLBACK( CDODPlayer, OnGSStatsReceived, GSStatsReceived_t, m_CallbackGSStatsReceived );
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#endif
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private:
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bool SelectSpawnSpot( const char *pEntClassName, CBaseEntity* &pSpot );
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CBaseEntity *SelectSpawnSpot( CUtlVector<EHANDLE> *pSpawnPoints, int &iLastSpawnIndex );
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// Copyed from EyeAngles() so we can send it to the client.
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CNetworkQAngle( m_angEyeAngles );
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IDODPlayerAnimState *m_PlayerAnimState;
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int FlashlightIsOn( void );
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void FlashlightTurnOn( void );
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void FlashlightTurnOff( void );
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void ShowClassSelectMenu();
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void CheckRotateIntroCam( void );
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void State_Enter( DODPlayerState newState ); // Initialize the new state.
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void State_Leave(); // Cleanup the previous state.
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void State_PreThink(); // Update the current state.
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// Specific state handler functions.
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void State_Enter_WELCOME();
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void State_PreThink_WELCOME();
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void State_Enter_PICKINGTEAM();
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void State_Enter_PICKINGCLASS();
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void State_PreThink_PICKING();
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void State_Enter_ACTIVE();
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void State_PreThink_ACTIVE();
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void State_Enter_OBSERVER_MODE();
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void State_PreThink_OBSERVER_MODE();
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void State_Enter_DEATH_ANIM();
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void State_PreThink_DEATH_ANIM();
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virtual void PlayerDeathThink();
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// When the player joins, it cycles their view between trigger_camera entities.
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// This is the current camera, and the time that we'll switch to the next one.
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EHANDLE m_pIntroCamera;
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float m_fIntroCamTime;
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// Find the state info for the specified state.
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static CDODPlayerStateInfo* State_LookupInfo( DODPlayerState state );
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// This tells us which state the player is currently in (joining, observer, dying, etc).
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// Each state has a well-defined set of parameters that go with it (ie: observer is movetype_noclip, non-solid,
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// invisible, etc).
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CNetworkVar( DODPlayerState, m_iPlayerState );
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// Tracks our ragdoll entity.
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CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
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float m_flLastMovement; // Time the player last moved, used for mp_autokick
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void InitProne( void );
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void InitSprinting( void );
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bool IsSprinting( void );
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bool CanSprint( void );
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int m_iDeathFlags; // death notice flags related to domination/revenge
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CNetworkVar( int, m_iAchievementAwardsMask );
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protected:
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void CreateRagdollEntity();
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void PhysObjectSleep();
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void PhysObjectWake();
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private:
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friend void Bot_Think( CDODPlayer *pBot ); // needs to use the HandleCommand_ stuff.
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bool HandleCommand_JoinTeam( int iTeam );
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bool HandleCommand_JoinClass( int iClass );
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CDODPlayerStateInfo *m_pCurStateInfo; // This can be NULL if no state info is defined for m_iPlayerState.
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bool m_bTeamChanged; //have we changed teams this spawn? Used to enforce one team switch per death rule
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float m_flNextStaminaThink; //time to do next stamina gain
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CNetworkVar( float, m_flStamina ); //stamina for sprinting, jumping etc
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Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
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bool m_bBazookaDeployed;
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//A list of damage given
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CUtlLinkedList< CDamageRecord *, int > m_DamageGivenList;
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//A list of damage taken
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CUtlLinkedList< CDamageRecord *, int > m_DamageTakenList;
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bool m_bSlowedByHit;
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float m_flUnslowTime;
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int m_iPlayerSpeed; //last updated player max speed
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bool SetSpeed( int speed );
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bool m_bAutoReload; // does the player want to autoreload their weapon when empty
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bool m_bAutoRezoom; // does the player want to re-zoom after each shot for sniper rifles and bazookas
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float m_flIdleTime; // next time we should do a deep idle
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bool m_bIsSprinting;
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CNetworkVar( bool, m_bSpawnInterpCounter );
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CHintSystem m_Hints;
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float m_flMinNextStepSoundTime;
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int m_LastHitGroup; // the last body region that took damage
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int m_LastDamageType; // the type of damage we last took
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bool m_bPlayingProneMoveSound;
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int m_iCapAreaIndex;
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// Last usercmd we shot a bullet on.
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int m_iLastWeaponFireUsercmd;
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CNetworkVar( float, m_flProgressBarStartTime );
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CNetworkVar( int, m_iProgressBarDuration );
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// blocking abuse protection
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int m_iLastBlockAreaIndex;
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int m_iLastBlockCapAttempt;
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// Achievements Data
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int m_iComboWeaponKillMask;
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bool m_bAbortFreezeCam;
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bool m_bPlayedFreezeCamSound;
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CDODPlayerStatProperty m_StatProperty;
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EHANDLE m_hLastDroppedWeapon;
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EHANDLE m_hLastDroppedAmmoBox;
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float m_flTimeAsClassAccumulator;
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public:
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// LifeID is a unique int assigned to a player each time they spawn
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int GetLifeID() { return m_iLifeID; }
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int m_iLifeID;
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// Stats variables
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//==================
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// stats related to each weapon ( shots taken and given )
|
|
weaponstat_t m_WeaponStats[MAX_WEAPONS];
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// a list of players I have killed ( by userid )
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CUtlMap<int, playerstat_t, int> m_KilledPlayers;
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// a list of players that have killed me ( by userid )
|
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CUtlMap<int, playerstat_t, int> m_KilledByPlayers;
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// start time - used to calc total time played
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// time played per class
|
|
float m_flTimePlayedPerClass_Allies[7]; //0-5, 6 is random
|
|
float m_flTimePlayedPerClass_Axis[7]; //0-5, 6 is random
|
|
float m_flLastClassChangeTime;
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|
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// area cap stats
|
|
int m_iNumAreaDefenses;
|
|
int m_iNumAreaCaptures;
|
|
int m_iNumBonusRoundKills;
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|
|
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|
|
// Per-Round Stats
|
|
//================
|
|
|
|
virtual void ResetPerRoundStats( void )
|
|
{
|
|
m_iPerRoundCaptures = 0;
|
|
m_iPerRoundDefenses = 0;
|
|
m_iPerRoundBombsDetonated = 0;
|
|
m_iPerRoundKills = 0;
|
|
}
|
|
|
|
int GetPerRoundCaps( void )
|
|
{
|
|
return m_iPerRoundCaptures;
|
|
}
|
|
|
|
int GetPerRoundDefenses( void )
|
|
{
|
|
return m_iPerRoundDefenses;
|
|
}
|
|
|
|
int GetPerRoundBombsDetonated( void )
|
|
{
|
|
return m_iPerRoundBombsDetonated;
|
|
}
|
|
|
|
int GetPerRoundKills( void )
|
|
{
|
|
return m_iPerRoundKills;
|
|
}
|
|
|
|
int m_iPerRoundCaptures; // how many caps this round
|
|
int m_iPerRoundDefenses; // how many defenses this round
|
|
int m_iPerRoundBombsDetonated;
|
|
int m_iPerRoundKills;
|
|
};
|
|
|
|
|
|
inline CDODPlayer *ToDODPlayer( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity || !pEntity->IsPlayer() )
|
|
return NULL;
|
|
|
|
#ifdef _DEBUG
|
|
Assert( dynamic_cast<CDODPlayer*>( pEntity ) != 0 );
|
|
#endif
|
|
return static_cast< CDODPlayer* >( pEntity );
|
|
}
|
|
|
|
inline DODPlayerState CDODPlayer::State_Get() const
|
|
{
|
|
return m_iPlayerState;
|
|
}
|
|
|
|
#endif //DOD_PLAYER_H
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