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