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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/game/server/iplayerinfo.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-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.h | 390 |
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 |