mirror of
https://github.com/jmarshall23/DoomRTX.git
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710 lines
23 KiB
C++
710 lines
23 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __GAME_PLAYER_H__
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#define __GAME_PLAYER_H__
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/*
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===============================================================================
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Player entity.
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===============================================================================
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*/
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extern const idEventDef EV_Player_GetButtons;
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extern const idEventDef EV_Player_GetMove;
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extern const idEventDef EV_Player_GetViewAngles;
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extern const idEventDef EV_Player_EnableWeapon;
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extern const idEventDef EV_Player_DisableWeapon;
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extern const idEventDef EV_Player_ExitTeleporter;
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extern const idEventDef EV_Player_SelectWeapon;
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extern const idEventDef EV_SpectatorTouch;
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const float THIRD_PERSON_FOCUS_DISTANCE = 512.0f;
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const int LAND_DEFLECT_TIME = 150;
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const int LAND_RETURN_TIME = 300;
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const int FOCUS_TIME = 200; //HUMANHEAD bjk
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const int FOCUS_GUI_TIME = 300; //HUMANHEAD bjk
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const int MAX_WEAPONS = 16;
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#define MP_PLAYERNOSHADOW_DEFAULT true //HUMANEHAD rww - subject to (frequent) change
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const int DEAD_HEARTRATE = 0; // fall to as you die
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const int LOWHEALTH_HEARTRATE_ADJ = 20; //
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const int DYING_HEARTRATE = 30; // used for volumen calc when dying/dead
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const int BASE_HEARTRATE = 70; // default
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const int ZEROSTAMINA_HEARTRATE = 115; // no stamina
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const int MAX_HEARTRATE = 130; // maximum
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const int ZERO_VOLUME = -40; // volume at zero
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const int DMG_VOLUME = 5; // volume when taking damage
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const int DEATH_VOLUME = 15; // volume at death
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const int SAVING_THROW_TIME = 5000; // maximum one "saving throw" every five seconds
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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struct idItemInfo {
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idStr name;
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idStr icon;
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// HUMANHEAD
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int time;
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int slotZeroTime;
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float matcolorAlpha;
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bool bDoubleWide;
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// HUMANHEAD END
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};
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// struct idObjectiveInfo (HUMANHEAD pdm: removed)
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struct idLevelTriggerInfo {
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idStr levelName;
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idStr triggerName;
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};
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// influence levels
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enum {
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INFLUENCE_NONE = 0, // none
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INFLUENCE_LEVEL1, // no gun or hud
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INFLUENCE_LEVEL2, // no gun, hud, movement
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INFLUENCE_LEVEL3, // slow player movement
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};
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class idInventory {
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public:
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int maxHealth;
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int weapons;
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int ammo[ AMMO_NUMTYPES ];
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int clip[ MAX_WEAPONS ];
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// mp
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int ammoPredictTime;
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idList<idDict *> items;
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bool ammoPulse;
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bool weaponPulse;
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idList<idLevelTriggerInfo> levelTriggers;
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idInventory() { Clear(); }
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~idInventory() { Clear(); }
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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virtual // HUMANHEAD nla
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void Clear( void );
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virtual // HUMANHEAD nla
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void GetPersistantData( idDict &dict );
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virtual // HUMANHEAD nla
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void RestoreInventory( idPlayer *owner, const idDict &dict );
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virtual // HUMANHEAD nla
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bool Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud );
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void Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index );
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ammo_t AmmoIndexForAmmoClass( const char *ammo_classname ) const;
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int MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const;
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int WeaponIndexForAmmoClass( const idDict & spawnArgs, const char *ammo_classname ) const;
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ammo_t AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired );
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ammo_t AltAmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired ); //HUMANHEAD bjk
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const char * AmmoPickupNameForIndex( ammo_t ammonum ) const;
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void AddPickupName( const char *name, const char *icon );
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virtual // HUMANHEAD
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int HasAmmo( ammo_t type, int amount );
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virtual // HUMANHEAD
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bool UseAmmo( ammo_t type, int amount );
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virtual // HUMANHEAD CJR
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int HasAmmo( const char *weapon_classname ); // looks up the ammo information for the weapon class first
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idList<idItemInfo> pickupItemNames;
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};
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typedef struct {
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int time;
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idVec3 dir; // scaled larger for running
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} loggedAccel_t;
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// HUMANHEAD nla - Has to be here. Must be after idInventory so can subclass, but before idPlayer so we can instantiate
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#include "../Prey/game_inventory.h"
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// HUMANHEAD END
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typedef struct {
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int areaNum;
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idVec3 pos;
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} aasLocation_t;
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class idPlayer : public idActor {
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public:
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enum {
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EVENT_IMPULSE = idEntity::EVENT_MAXEVENTS,
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EVENT_EXIT_TELEPORTER,
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EVENT_ABORT_TELEPORTER,
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EVENT_POWERUP,
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EVENT_SPECTATE,
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EVENT_MENUEVENT, //HUMANHEAD rww
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EVENT_HITNOTIFICATION, //HUMANHEAD rww
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EVENT_PORTALLED, //HUMANHEAD rww
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EVENT_REPORTATTACK, //HUMANHEAD rww
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EVENT_MAXEVENTS
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};
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//HUMANHEAD rww - for EVENT_MENUEVENT
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enum {
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MENU_NET_EVENT_HEALTHPULSE,
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MENU_NET_EVENT_MAXHEALTHPULSE,
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MENU_NET_EVENT_SPIRITPULSE,
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MENU_NET_EVENT_AMMOPULSE,
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MENU_NET_EVENT_WEAPONPULSE,
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MENU_NET_EVENT_INVPICKUP,
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MENU_NET_EVENT_NUM
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};
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//HUMANHEAD END
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usercmd_t usercmd;
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// HUANHEAD: Changed to our version
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#ifdef HUMANHEAD
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class hhPlayerView playerView; // handles damage kicks and effects
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#else
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class idPlayerView playerView; // handles damage kicks and effects
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#endif
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// HUMANHEAD END
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bool noclip;
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bool godmode;
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bool spawnAnglesSet; // on first usercmd, we must set deltaAngles
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idAngles spawnAngles;
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idAngles viewAngles; // player view angles
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idAngles cmdAngles; // player cmd angles
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int buttonMask;
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int oldButtons;
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int oldFlags;
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int lastHitTime; // last time projectile fired by player hit target
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int lastSndHitTime; // MP hit sound - != lastHitTime because we throttle
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int lastSavingThrowTime; // for the "free miss" effect
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idScriptBool AI_FORWARD;
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idScriptBool AI_BACKWARD;
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idScriptBool AI_STRAFE_LEFT;
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idScriptBool AI_STRAFE_RIGHT;
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idScriptBool AI_ATTACK_HELD;
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idScriptBool AI_WEAPON_FIRED;
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idScriptBool AI_JUMP;
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idScriptBool AI_CROUCH;
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idScriptBool AI_ONGROUND;
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idScriptBool AI_ONLADDER;
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idScriptBool AI_DEAD;
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idScriptBool AI_RUN;
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idScriptBool AI_PAIN;
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idScriptBool AI_HARDLANDING;
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idScriptBool AI_SOFTLANDING;
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idScriptBool AI_RELOAD;
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idScriptBool AI_TELEPORT;
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idScriptBool AI_TURN_LEFT;
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idScriptBool AI_TURN_RIGHT;
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idScriptBool AI_REALLYFALL; //HUMANHEAD rww
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// inventory
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hhInventory inventory; // HUMANHEAD - Changed to our version
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idEntityPtr<hhWeapon> weapon; // HUMANHEAD - Changed to our version
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idUserInterface * hud; // MP: is NULL if not local player
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int weapon_fists;
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int lastDmgTime;
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int deathClearContentsTime;
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bool doingDeathSkin;
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float stamina;
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float healthPool; // amount of health to give over time
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int nextHealthPulse;
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bool healthPulse;
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bool spiritPulse; // HUMANHEAD pdm
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bool healthTake;
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int nextHealthTake;
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bool hiddenWeapon; // if the weapon is hidden ( in noWeapons maps )
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// mp stuff
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static idVec3 colorBarTable[ 5 ];
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int spectator;
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idVec3 colorBar; // used for scoreboard and hud display
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int colorBarIndex;
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bool scoreBoardOpen;
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bool forceScoreBoard;
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bool forceRespawn;
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bool spectating;
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int lastSpectateTeleport;
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bool lastHitToggle;
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bool forcedReady;
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bool wantSpectate; // from userInfo
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bool weaponGone; // force stop firing
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bool useInitialSpawns; // toggled by a map restart to be active for the first game spawn
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int latchedTeam; // need to track when team gets changed
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int tourneyRank; // for tourney cycling - the higher, the more likely to play next - server
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int tourneyLine; // client side - our spot in the wait line. 0 means no info.
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int spawnedTime; // when client first enters the game
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idEntityPtr<idEntity> teleportEntity; // while being teleported, this is set to the entity we'll use for exit
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int teleportKiller; // entity number of an entity killing us at teleporter exit
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bool lastManOver; // can't respawn in last man anymore (srv only)
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bool lastManPlayAgain; // play again when end game delay is cancelled out before expiring (srv only)
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bool lastManPresent; // true when player was in when game started (spectators can't join a running LMS)
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bool isLagged; // replicated from server, true if packets haven't been received from client.
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bool isChatting; // replicated from server, true if the player is chatting.
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// timers
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int minRespawnTime; // can respawn when time > this, force after g_forcerespawn
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int maxRespawnTime; // force respawn after this time
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// the first person view values are always calculated, even
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// if a third person view is used
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idVec3 firstPersonViewOrigin;
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idMat3 firstPersonViewAxis;
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idDragEntity dragEntity;
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idEntityPtr<idEntity> MPLastSpawnSpot; //HUMANHEAD rww - does NOT need to be saved/restored, mp-only
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public:
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CLASS_PROTOTYPE( idPlayer );
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idPlayer();
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virtual ~idPlayer();
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#if GAMEPAD_SUPPORT // VENOM BEGIN
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int GetCurrentRumble(void) {return iCurrentRumble;}
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#endif // VENOM END
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void Spawn( void );
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virtual // HUMANHEAD
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void Think( void );
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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virtual void Hide( void );
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virtual void Show( void );
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virtual // HUMANHEAD
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void Init( void );
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void PrepareForRestart( void );
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virtual void Restart( void );
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virtual // HUMANHEAD
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void LinkScriptVariables( void );
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virtual // HUMANHEAD
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void SetupWeaponEntity( void );
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void SelectInitialSpawnPoint( idVec3 &origin, idAngles &angles, idMat3 *axis = 0 ); //HUMANHEAD rww - added axis
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void SpawnFromSpawnSpot( void );
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virtual // HUMANHEAD
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void SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles );
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void SetClipModel( void ); // spectator mode uses a different bbox size
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void SavePersistantInfo( void );
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virtual void RestorePersistantInfo( void );
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void SetLevelTrigger( const char *levelName, const char *triggerName );
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bool UserInfoChanged( bool canModify );
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idDict * GetUserInfo( void );
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bool BalanceTDM( void );
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virtual // HUMANHEAD
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void CacheWeapons( void );
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void EnterCinematic( void );
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void ExitCinematic( void );
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bool HandleESC( void );
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bool SkipCinematic( void );
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virtual // HUMANHEAD
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void UpdateConditions( void );
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void SetViewAngles( const idAngles &angles );
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// delta view angles to allow movers to rotate the view of the player
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virtual //HUMANHEAD
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void UpdateDeltaViewAngles( const idAngles &angles );
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const;
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virtual void GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos );
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virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
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void CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef,
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const float damageScale, const int location, int *health, int *armor );
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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// use exitEntityNum to specify a teleport with private camera view and delayed exit
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virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
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virtual // HUMANHEAD
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void Kill( bool delayRespawn, bool nodamage );
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void StartFxOnBone(const char *fx, const char *bone);
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renderView_t * GetRenderView( void );
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virtual //HUMANHEAD
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void CalculateRenderView( void ); // called every tic by player code
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void CalculateFirstPersonView( void );
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virtual // HUMANHEAD
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void DrawHUD( idUserInterface *hud );
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void WeaponFireFeedback( const idDict *weaponDef );
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float DefaultFov( void ) const;
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virtual // HUMANHEAD
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float CalcFov( bool honorZoom );
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void CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis );
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idVec3 GetEyePosition( void ) const;
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virtual // HUMANHEAD
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void GetViewPos( idVec3 &origin, idMat3 &axis ); // HUMANHEAD
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virtual // HUMANHEAD
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void OffsetThirdPersonView( float angle, float range, float height, bool clip );
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virtual // HUMANHEAD
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bool Give( const char *statname, const char *value );
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virtual // HUMANHEAD
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bool GiveItem( idItem *item );
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void GiveItem( const char *name );
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void GiveHealthPool( float amt );
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virtual // HUMANHEAD
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bool GiveInventoryItem( idDict *item );
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void RemoveInventoryItem( idDict *item );
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bool GiveInventoryItem( const char *name );
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void RemoveInventoryItem( const char *name );
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idDict * FindInventoryItem( const char *name );
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int SlotForWeapon( const char *weaponName );
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virtual // HUMANHEAD
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void Reload( void );
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virtual // HUMANHEAD
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void NextWeapon( void );
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virtual // HUMANHEAD
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void NextBestWeapon( void );
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virtual // HUMANHEAD
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void PrevWeapon( void );
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virtual // HUMANHEAD
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void SelectWeapon( int num, bool force );
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void DropWeapon( bool died ) ;
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void StealWeapon( idPlayer *player );
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void AddProjectilesFired( int count );
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void AddProjectileHits( int count );
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void SetLastHitTime( int time );
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void LowerWeapon( void );
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void RaiseWeapon( void );
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void WeaponLoweringCallback( void );
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void WeaponRisingCallback( void );
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void RemoveWeapon( const char *weap );
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bool CanShowWeaponViewmodel( void ) const;
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void AddAIKill( void );
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virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
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bool GuiActive( void ) { return focusGUIent != NULL; }
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virtual // HUMANHEAD
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void PerformImpulse( int impulse );
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void Spectate( bool spectate );
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void ToggleScoreboard( void );
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void RouteGuiMouse( idUserInterface *gui );
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virtual // HUMANHEAD
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void UpdateHud( idUserInterface *_hud );
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int GetInfluenceLevel( void ) { return influenceActive; };
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void SetPrivateCameraView( idCamera *camView, bool noHide = false );
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idCamera * GetPrivateCameraView( void ) const { return privateCameraView; }
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void StartFxFov( float duration );
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virtual // HUMANHEAD
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void UpdateHudWeapon( bool flashWeapon = true );
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virtual // HUMANHEAD
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void UpdateHudStats( idUserInterface *hud );
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virtual // HUMANHEAD
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void UpdateHudAmmo( idUserInterface *hud );
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void ShowTip( const char *keyMaterial, const char *tip, const char *key, const char *topMaterial, bool keywide, int xOffset=0, int yOffset=0 );
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void HideTip( void );
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bool IsTipVisible( void ) { return tipUp; };
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virtual void ClientPredictionThink( void );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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//HUMANHEAD rww - made virtual
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virtual void WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg );
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//HUMANHEAD END
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//HUMANHEAD
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virtual bool DoThirdPersonDeath(void); // HUMANHEAD rww
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virtual bool IsDead() const { return (health <= 0); } // HUMANHEAD cjr: Deathwalk
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virtual idVec4 GetTeamColor(); // HUMANHEAD pdm
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bool InDialogDamageMode() const { return bDialogDamageMode; }
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//HUMANHEAD END
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virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
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virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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bool IsReady( void );
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bool IsRespawning( void );
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bool IsInTeleport( void );
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idEntity *GetInfluenceEntity( void ) { return influenceEntity; };
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const idMaterial *GetInfluenceMaterial( void ) { return influenceMaterial; };
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float GetInfluenceRadius( void ) { return influenceRadius; };
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// server side work for in/out of spectate. takes care of spawning it into the world as well
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void ServerSpectate( bool spectate );
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// for very specific usage. != GetPhysics()
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idPhysics *GetPlayerPhysics( void );
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void TeleportDeath( int killer );
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void SetLeader( bool lead );
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bool IsLeader( void );
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//HUMANHEAD rww
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void SetPlayerModel( bool preserveChannels );
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void SetSkin( const idDeclSkin *skin );
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const char *GetModelPortraitName(bool bThumb = false);
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//HUMANHEAD END
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void UpdateSkinSetup( bool restart );
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bool OnLadder( void ) const;
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virtual void UpdatePlayerIcons( void );
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virtual void DrawPlayerIcons( void );
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virtual void HidePlayerIcons( void );
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bool NeedsIcon( void );
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bool SelfSmooth( void );
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void SetSelfSmooth( bool b );
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idUserInterface * ActiveGui( void ); //HUMANHEAD rww - made public
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void ClearFocus( void ); //HUMANHEAD rww - made public
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//HUMANHEAD PCF rww 09/15/06 - female mp sounds
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bool IsFemale(void);
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//HUMANHEAD END
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protected: // HUMANHEAD nla - need to be protected for access by hhPlayer
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jointHandle_t hipJoint;
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jointHandle_t chestJoint;
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jointHandle_t headJoint;
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// HUMANHEAD - Changed to our version
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//idPhysics_Player physicsObj; // player physics
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hhPhysics_Player physicsObj; // player physics
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// HUMANHEAD END
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idList<aasLocation_t> aasLocation; // for AI tracking the player
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int bobFoot;
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float bobFrac;
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float bobfracsin;
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int bobCycle; // for view bobbing and footstep generation
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float xyspeed;
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int stepUpTime;
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float stepUpDelta;
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float idealLegsYaw;
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float legsYaw;
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bool legsForward;
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float oldViewYaw;
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idAngles viewBobAngles;
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idVec3 viewBob;
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int landChange;
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int landTime;
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int currentWeapon;
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int idealWeapon;
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int previousWeapon;
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int weaponSwitchTime;
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bool weaponEnabled;
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bool showWeaponViewModel;
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const idDeclSkin * skin;
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idStr baseSkinName;
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int numProjectilesFired; // number of projectiles fired
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int numProjectileHits; // number of hits on mobs
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bool airless;
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int airTics; // set to pm_airTics at start, drops in vacuum
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int lastAirDamage;
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bool gibDeath;
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bool gibsLaunched;
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idVec3 gibsDir;
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idInterpolate<float> zoomFov;
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idInterpolate<float> centerView;
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bool fxFov;
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float influenceFov;
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int influenceActive; // level of influence.. 1 == no gun or hud .. 2 == 1 + no movement
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idEntity * influenceEntity;
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const idMaterial * influenceMaterial;
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float influenceRadius;
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const idDeclSkin * influenceSkin;
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idCamera * privateCameraView;
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static const int NUM_LOGGED_VIEW_ANGLES = 64; // for weapon turning angle offsets
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idAngles loggedViewAngles[NUM_LOGGED_VIEW_ANGLES]; // [gameLocal.framenum&(LOGGED_VIEW_ANGLES-1)]
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static const int NUM_LOGGED_ACCELS = 16; // for weapon turning angle offsets
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loggedAccel_t loggedAccel[NUM_LOGGED_ACCELS]; // [currentLoggedAccel & (NUM_LOGGED_ACCELS-1)]
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int currentLoggedAccel;
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// if there is a focusGUIent, the attack button will be changed into mouse clicks
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idEntity * focusGUIent;
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idUserInterface * focusUI; // focusGUIent->renderEntity.gui, gui2, or gui3
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int focusTime;
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idUserInterface * cursor;
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// full screen guis track mouse movements directly
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int oldMouseX;
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int oldMouseY;
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#if GAMEPAD_SUPPORT // VENOM BEGIN
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int iCurrentRumble;
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#endif // VENOM END
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bool tipUp;
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int lastDamageDef;
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idVec3 lastDamageDir;
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int lastDamageLocation;
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int smoothedFrame;
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bool smoothedOriginUpdated;
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idVec3 smoothedOrigin;
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idAngles smoothedAngles;
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// mp
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bool ready; // from userInfo
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bool respawning; // set to true while in SpawnToPoint for telefrag checks
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bool leader; // for sudden death situations
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int lastSpectateChange;
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int lastTeleFX;
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unsigned int lastSnapshotSequence; // track state hitches on clients
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bool weaponCatchup; // raise up the weapon silently ( state catchups )
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int MPAim; // player num in aim
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// HUMANHEAD pdm
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int lastMPAim;
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int lastMPAimTime; // last time the aim changed
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int MPAimFadeTime; // for GUI fade
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bool MPAimHighlight;
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bool bDialogDamageMode; // Disallow health from dropping below 1
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bool bDialogWeaponMode; // lock weapon during dialog
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// HUMANHEAD END
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bool isTelefragged; // proper obituaries
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idPlayerIcon playerIcon;
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hhPlayerTeamIcon playerTeamIcon; //HUMANHEAD rww
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bool selfSmooth;
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bool bBufferNextSnapAngles; //HUMANHEAD rww
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|
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void LookAtKiller( idEntity *inflictor, idEntity *attacker );
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void StopFiring( void );
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virtual // HUMANHEAD
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void FireWeapon( void );
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virtual // HUMANHEAD
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void Weapon_Combat( void );
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virtual // HUMANHEAD
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void Weapon_GUI( void );
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virtual // HUMANHEAD
|
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void UpdateWeapon( void );
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void UpdateSpectating( void );
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void SpectateFreeFly( bool force ); // ignore the timeout to force when followed spec is no longer valid
|
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void SpectateCycle( void );
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virtual // HUMANHEAD
|
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idAngles GunTurningOffset( void );
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virtual // HUMANHEAD
|
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idVec3 GunAcceleratingOffset( void );
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|
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void UseObjects( void );
|
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virtual // HUMANHEAD
|
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void CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity );
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virtual // HUMANHEAD
|
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void BobCycle( const idVec3 &pushVelocity );
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virtual // HUMANHEAD
|
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void UpdateViewAngles( void );
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virtual // HUMANHEAD
|
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void EvaluateControls( void );
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void AdjustSpeed( void );
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virtual // HUMANHEAD
|
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void AdjustBodyAngles( void );
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void InitAASLocation( void );
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void SetAASLocation( void );
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virtual // HUMANHEAD
|
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void Move( void );
|
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void UpdateDeathSkin( bool state_hitch );
|
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void SetSpectateOrigin( void );
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|
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virtual // HUMANHEAD
|
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void UpdateFocus( void );
|
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virtual // HUMANHEAD
|
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void UpdateLocation( void );
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|
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void UseVehicle( void );
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|
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void Event_GetButtons( void );
|
|
void Event_GetMove( void );
|
|
void Event_GetViewAngles( void );
|
|
void Event_StopFxFov( void );
|
|
void Event_EnableWeapon( void );
|
|
void Event_DisableWeapon( void );
|
|
void Event_GetCurrentWeapon( void );
|
|
void Event_GetPreviousWeapon( void );
|
|
void Event_SelectWeapon( const char *weaponName );
|
|
void Event_GetWeaponEntity( void );
|
|
void Event_ExitTeleporter( void );
|
|
void Event_HideTip( void );
|
|
void Event_LevelTrigger( void );
|
|
void Event_Gibbed( void );
|
|
};
|
|
|
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ID_INLINE bool idPlayer::IsReady( void ) {
|
|
return ready || forcedReady;
|
|
}
|
|
|
|
ID_INLINE bool idPlayer::IsRespawning( void ) {
|
|
return respawning;
|
|
}
|
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|
|
ID_INLINE idPhysics* idPlayer::GetPlayerPhysics( void ) {
|
|
return &physicsObj;
|
|
}
|
|
|
|
ID_INLINE bool idPlayer::IsInTeleport( void ) {
|
|
return ( teleportEntity.GetEntity() != NULL );
|
|
}
|
|
|
|
ID_INLINE void idPlayer::SetLeader( bool lead ) {
|
|
leader = lead;
|
|
}
|
|
|
|
ID_INLINE bool idPlayer::IsLeader( void ) {
|
|
return leader;
|
|
}
|
|
|
|
ID_INLINE bool idPlayer::SelfSmooth( void ) {
|
|
return selfSmooth;
|
|
}
|
|
|
|
ID_INLINE void idPlayer::SetSelfSmooth( bool b ) {
|
|
selfSmooth = b;
|
|
}
|
|
|
|
#endif /* !__GAME_PLAYER_H__ */
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