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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/game/server/iplayerinfo.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/game/server/iplayerinfo.h')
-rw-r--r--mp/src/public/game/server/iplayerinfo.h390
1 files changed, 195 insertions, 195 deletions
diff --git a/mp/src/public/game/server/iplayerinfo.h b/mp/src/public/game/server/iplayerinfo.h
index 0e266aeb..630abe9e 100644
--- a/mp/src/public/game/server/iplayerinfo.h
+++ b/mp/src/public/game/server/iplayerinfo.h
@@ -1,195 +1,195 @@
-//========= 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
+//========= 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