29 #ifndef __GAME_PLAYER_H__
30 #define __GAME_PLAYER_H__
149 RechargeAmmo_t rechargeAmmo[ AMMO_NUMTYPES ];
193 bool Give(
idPlayer *owner,
const idDict &spawnArgs,
const char *statname,
const char *
value,
int *idealWeapon,
bool updateHud );
194 void Drop(
const idDict &spawnArgs,
const char *weapon_classname,
int weapon_index );
204 int HasAmmo(
const char *weapon_classname,
bool includeClip =
false,
idPlayer* owner =
NULL );
207 bool HasEmptyClipCannotRefill(
const char *weapon_classname,
idPlayer* owner);
219 void InitRechargeAmmo(
idPlayer *owner);
221 bool CanGive(
idPlayer *owner,
const idDict &spawnArgs,
const char *statname,
const char *
value,
int *idealWeapon );
301 int weapon_bloodstone;
302 int weapon_bloodstone_active1;
303 int weapon_bloodstone_active2;
304 int weapon_bloodstone_active3;
376 idFuncMountedObject * mountedObject;
380 int lastHealthRechargeTime;
383 float new_g_damageScale;
387 float bloomIntensity;
403 virtual void Hide(
void );
404 virtual void Show(
void );
418 void SetLevelTrigger(
const char *levelName,
const char *triggerName );
449 void Kill(
bool delayRespawn,
bool nodamage );
462 float CalcFov(
bool honorZoom );
468 bool Give(
const char *statname,
const char *
value );
483 void GiveObjective(
const char *title,
const char *text,
const char *screenshot );
512 void AdjustHeartRate(
int target,
float timeInSecs,
float delay,
bool force );
518 void UpdatePowerupHud();
545 void ShowTip(
const char *title,
const char *tip,
bool autoHide );
589 void StartHealthRecharge(
int speed);
590 void StopHealthRecharge();
592 idStr GetCurrentWeapon();
594 bool CanGive(
const char *statname,
const char *
value );
596 void StopHelltime(
bool quick =
true );
597 void PlayHelltimeStopSound();
601 void DropFlag(
void );
708 int hudPowerupDuration;
769 bool WeaponAvailable(
const char*
name );
792 #ifdef _D3XP //BSM: Event to remove inventory items. Useful with powercells.
793 void Event_GiveInventoryItem(
const char*
name );
794 void Event_RemoveInventoryItem(
const char*
name );
796 void Event_GetIdealWeapon(
void );
797 void Event_WeaponAvailable(
const char*
name );
798 void Event_SetPowerupTime(
int powerup,
int time );
799 void Event_IsPowerupActive(
int powerup );
800 void Event_StartWarp();
801 void Event_StopHelltime(
int mode );
802 void Event_ToggleBloom(
int on );
803 void Event_SetBloomParms(
float speed,
float intensity );
void Spectate(bool spectate)
idScriptBool AI_TURN_LEFT
idPhysics_Player physicsObj
void TeleportDeath(int killer)
const idEventDef EV_SpectatorTouch
idInterpolate< float > centerView
static const int NUM_LOGGED_ACCELS
GLsizei const GLfloat * value
const int LOWHEALTH_HEARTRATE_ADJ
virtual void UpdatePlayerIcons(void)
void WeaponFireFeedback(const idDict *weaponDef)
void Restore(idRestoreGame *savefile)
void SetInfluenceLevel(int level)
const idEventDef EV_Player_DisableWeapon
void SavePersistantInfo(void)
idScriptBool AI_SOFTLANDING
void SetLeader(bool lead)
loggedAccel_t loggedAccel[NUM_LOGGED_ACCELS]
idScriptBool AI_ATTACK_HELD
type * GetEntity(void) const
void SetAASLocation(void)
bool GiveItem(idItem *item)
virtual void ClientPredictionThink(void)
void Event_GetCurrentWeapon(void)
const int LAND_RETURN_TIME
void SetSpectateOrigin(void)
void DropWeapon(bool died)
virtual void GetAIAimTargets(const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos)
int GetInfluenceLevel(void)
idEntity * influenceEntity
const idMaterial * GetInfluenceMaterial(void)
idVec3 GetEyePosition(void) const
void AdjustBodyAngles(void)
void GetPersistantData(idDict &dict)
int deathClearContentsTime
float PowerUpModifier(int type)
static idVec3 colorBarTable[5]
idList< float > damageScale
void AddPickupName(const char *name, const char *icon, idPlayer *owner)
void UpdatePDAInfo(bool updatePDASel)
ammo_t AmmoIndexForAmmoClass(const char *ammo_classname) const
void RemoveWeapon(const char *weap)
unsigned int lastSnapshotSequence
int GetBaseHeartRate(void)
idInterpolate< float > heartInfo
void GivePDA(const char *pdaName, idDict *item)
void SetInfluenceFov(float fov)
idCamera * GetPrivateCameraView(void) const
idList< idLevelTriggerInfo > levelTriggers
virtual bool ClientReceiveEvent(int event, int time, const idBitMsg &msg)
GLuint GLuint GLsizei GLenum type
idEntityPtr< idProjectile > soulCubeProjectile
void SetInfluenceView(const char *mtr, const char *skinname, float radius, idEntity *ent)
idEntityPtr< idEntity > teleportEntity
void Event_SelectWeapon(const char *weaponName)
bool UserInfoChanged(bool canModify)
void UpdateViewAngles(void)
void BobCycle(const idVec3 &pushVelocity)
int WeaponIndexForAmmoClass(const idDict &spawnArgs, const char *ammo_classname) const
void OffsetThirdPersonView(float angle, float range, float height, bool clip)
virtual void DrawPlayerIcons(void)
void UpdateConditions(void)
void UpdateObjectiveInfo(void)
virtual void DamageFeedback(idEntity *victim, idEntity *inflictor, int &damage)
void RouteGuiMouse(idUserInterface *gui)
void Event_StopAudioLog(void)
void SetLastHitTime(int time)
idList< idObjectiveInfo > objectiveNames
const idDeclSkin * powerUpSkin
void ToggleScoreboard(void)
idScriptBool AI_TURN_RIGHT
bool Give(const char *statname, const char *value)
void RemoveInventoryItem(idDict *item)
const int LAND_DEFLECT_TIME
virtual void FreeModelDef(void)
virtual void HidePlayerIcons(void)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
void CalculateViewWeaponPos(idVec3 &origin, idMat3 &axis)
void Event_GetWeaponEntity(void)
void UpdatePowerUps(void)
void SetCurrentHeartRate(void)
void DrawHUD(idUserInterface *hud)
virtual bool GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)
virtual void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
idAFEntity_Vehicle * focusVehicle
const idEventDef EV_Player_EnableWeapon
void StartFxOnBone(const char *fx, const char *bone)
class idPlayerView playerView
idUserInterface * focusUI
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
bool GivePowerUp(int powerup, int time)
void GiveHealthPool(float amt)
void CalcDamagePoints(idEntity *inflictor, idEntity *attacker, const idDict *damageDef, const float damageScale, const int location, int *health, int *armor)
idScriptBool AI_STRAFE_LEFT
bool UseAmmo(ammo_t type, int amount)
GLuint GLuint GLsizei count
void NextBestWeapon(void)
float CalcFov(bool honorZoom)
void UpdateHudWeapon(bool flashWeapon=true)
void SetSoulCubeProjectile(idProjectile *projectile)
const float THIRD_PERSON_FOCUS_DISTANCE
virtual bool HandleSingleGuiCommand(idEntity *entityGui, idLexer *src)
void Restore(idRestoreGame *savefile)
idUserInterface * ActiveGui(void)
virtual bool Collide(const trace_t &collision, const idVec3 &velocity)
bool OnLadder(void) const
void GiveVideo(const char *videoName, idDict *item)
const int SAVING_THROW_TIME
virtual void Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)
bool smoothedOriginUpdated
int powerupEndTime[MAX_POWERUPS]
void ExtractEmailInfo(const idStr &email, const char *scan, idStr &out)
void UpdateSkinSetup(bool restart)
const char * AmmoPickupNameForIndex(ammo_t ammonum) const
idEntity * GetInfluenceEntity(void)
idVec3 firstPersonViewOrigin
void CrashLand(const idVec3 &oldOrigin, const idVec3 &oldVelocity)
void CalculateRenderView(void)
renderView_t * GetRenderView(void)
void Event_DisableWeapon(void)
virtual void Teleport(const idVec3 &origin, const idAngles &angles, idEntity *destination)
const idDeclSkin * influenceSkin
bool PowerUpActive(int powerup) const
virtual bool GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)
void GiveEmail(const char *emailName)
void SetupWeaponEntity(void)
bool CanShowWeaponViewmodel(void) const
idVec3 GunAcceleratingOffset(void)
void Event_LevelTrigger(void)
void UpdateHudStats(idUserInterface *hud)
void RestoreInventory(idPlayer *owner, const idDict &dict)
void LookAtKiller(idEntity *inflictor, idEntity *attacker)
void SpawnToPoint(const idVec3 &spawn_origin, const idAngles &spawn_angles)
const idMaterial * influenceMaterial
void Event_GetPreviousWeapon(void)
void SetViewAngles(const idAngles &angles)
idList< idItemInfo > pickupItemNames
void RestorePersistantInfo(void)
void PerformImpulse(int impulse)
idScriptBool AI_WEAPON_FIRED
void SetSelfSmooth(bool b)
idScriptBool AI_STRAFE_RIGHT
static int BitsForInteger(int i)
bool GiveInventoryItem(idDict *item)
idAngles loggedViewAngles[NUM_LOGGED_VIEW_ANGLES]
GLenum GLsizei GLsizei height
idMat3 firstPersonViewAxis
void LinkScriptVariables(void)
void WritePlayerStateToSnapshot(idBitMsgDelta &msg) const
const int ZEROSTAMINA_HEARTRATE
bool Give(idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud)
void UpdateDeltaViewAngles(const idAngles &angles)
void Event_GetViewAngles(void)
void UpdateHudAmmo(idUserInterface *hud)
int SlotForWeapon(const char *weaponName)
void GiveSecurity(const char *security)
void WeaponLoweringCallback(void)
void SetLevelTrigger(const char *levelName, const char *triggerName)
int HasAmmo(ammo_t type, int amount)
void WeaponRisingCallback(void)
void Event_StopFxFov(void)
const idDeclPDA * GetPDA(void) const
float GetInfluenceRadius(void)
idAngles GunTurningOffset(void)
int AddGuiPDAData(const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui)
void Event_ExitTeleporter(void)
void UpdateDeathSkin(bool state_hitch)
void ShowObjective(const char *obj)
void GivePowerUp(idPlayer *player, int powerup, int msec)
void StartFxFov(float duration)
void StealWeapon(idPlayer *player)
void ReadPlayerStateFromSnapshot(const idBitMsgDelta &msg)
idDict * GetUserInfo(void)
void AdjustHeartRate(int target, float timeInSecs, float delay, bool force)
void SpectateFreeFly(bool force)
idList< aasLocation_t > aasLocation
idInterpolate< float > zoomFov
const idEventDef EV_Player_GetViewAngles
idDict * FindInventoryItem(const char *name)
void AddProjectileHits(int count)
float DefaultFov(void) const
virtual void Restart(void)
void Event_GetButtons(void)
const idDeclVideo * GetVideo(int index)
void ServerSpectate(bool spectate)
idScriptBool AI_HARDLANDING
const int ASYNC_PLAYER_INV_CLIP_BITS
void Save(idSaveGame *savefile) const
int MaxAmmoForAmmoClass(idPlayer *owner, const char *ammo_classname) const
void SetPrivateCameraView(idCamera *camView)
void Drop(const idDict &spawnArgs, const char *weapon_classname, int weapon_index)
const int ASYNC_PLAYER_INV_AMMO_BITS
const idEventDef EV_Player_GetButtons
void GetViewPos(idVec3 &origin, idMat3 &axis) const
virtual void GetAASLocation(idAAS *aas, idVec3 &pos, int &areaNum) const
const idEventDef EV_Player_GetMove
void UpdateSpectating(void)
void SelectWeapon(int num, bool force)
idUserInterface * objectiveSystem
void Event_PDAAvailable(void)
void CompleteObjective(const char *title)
void ShowTip(const char *title, const char *tip, bool autoHide)
void Event_EnableWeapon(void)
void CalculateFirstPersonView(void)
void Kill(bool delayRespawn, bool nodamage)
void SpawnFromSpawnSpot(void)
void InitAASLocation(void)
const idEventDef EV_Player_ExitTeleporter
const int DYING_HEARTRATE
void GiveObjective(const char *title, const char *text, const char *screenshot)
void EnterCinematic(void)
idCamera * privateCameraView
idEntityPtr< idWeapon > weapon
CLASS_PROTOTYPE(idPlayer)
void PrepareForRestart(void)
void Save(idSaveGame *savefile) const
const idEventDef EV_Player_SelectWeapon
idPhysics * GetPlayerPhysics(void)
void EvaluateControls(void)
void UpdateLocation(void)
void SelectInitialSpawnPoint(idVec3 &origin, idAngles &angles)
ammo_t AmmoIndexForWeaponClass(const char *weapon_classname, int *ammoRequired)
virtual bool ServerReceiveEvent(int event, int time, const idBitMsg &msg)
static const int NUM_LOGGED_VIEW_ANGLES
void AddProjectilesFired(int count)