sin-2015/player.h
1999-04-22 00:00:00 +00:00

1185 lines
32 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/player.h $
// $Revision:: 119 $
// $Author:: Jimdose $
// $Date:: 11/16/98 8:26p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/player.h $
//
// 119 11/16/98 8:26p Jimdose
// Added CheckWater
//
// 118 11/14/98 2:53a Aldie
// Added InitSkin for keeping the skin intact for savegames
//
// 117 11/13/98 2:35a Aldie
// Changed variable name
//
// 116 11/08/98 10:53p Jimdose
// some variables weren't being archived. They were benign, but it helps
// ensure that we don't miss important variables
//
// 115 11/07/98 10:15p Markd
// Added forcemusic support
//
// 114 11/07/98 8:01p Markd
// Added in damage_since_pain, fixed some camera stuff
//
// 113 11/06/98 9:38p Aldie
// Moved waitforplayer stuff to think function
//
// 112 10/25/98 11:57p Jimdose
// exported EV_Player_Respawn
//
// 111 10/24/98 5:44p Markd
// Added killent, removent, killclass removeclass and added parameters to
// whatis
//
// 110 10/21/98 5:29p Aldie
// Added a setskin command
//
// 109 10/16/98 1:59a Jimdose
// Added EV_Player_EndLevel and EndLevel
// Made third person view work with savegames
//
// 108 10/14/98 1:36a Jimdose
// Got cross-level persitant data working
//
// 107 10/12/98 8:45p Jimdose
// Rewrote init function
// started adding persistant functions
//
// 106 10/11/98 8:58p Aldie
// Changed Restore to Human
//
// 105 10/11/98 7:41p Aldie
// Mutate and restore commands for Richard
//
// 104 10/10/98 9:59p Aldie
// Added trappedinquantum flag to archiver
//
// 103 10/10/98 5:58p Aldie
// More quantumdestab fixes
//
// 102 10/09/98 9:01p Aldie
// Moved GiveOxygen to player
//
// 101 10/07/98 11:54p Jimdose
// Added old_pmove to Player
// Added SetDeltaAngles
// Moved PlayerFrozen to game
//
// 100 10/02/98 7:20p Aldie
// Added flashcolor
//
// 99 9/30/98 5:39p Aldie
// Added showinfo command
//
// 98 9/29/98 5:06p Aldie
// Relocated gravity node functions
//
// 97 9/26/98 4:46p Aldie
// Added mutant mode
//
// 96 9/22/98 3:27p Markd
// Took out old variable
//
// 95 9/22/98 12:49p Markd
// Put in archive and unarchive functions
//
// 94 9/21/98 1:35a Aldie
// Moved some vars to sentient
//
// 93 9/19/98 4:47p Markd
// fixed music stuff and added actionincrement to weapons
//
// 92 9/18/98 10:57p Jimdose
// Added spawnactor and actorinfo
//
// 91 9/17/98 1:48p Markd
// Fixed swimmin animations
//
// 90 9/16/98 8:58p Aldie
// Added ability to do a hold down weapon charge
//
// 89 9/11/98 2:50p Aldie
// Added release firing functionality
//
// 88 9/10/98 8:53p Markd
// put in proper falling and landing animation thresholds.
//
// 87 9/09/98 5:06p Markd
// Added savefov and restorefov, also added fov change when teleporting
//
// 86 8/31/98 7:16p Markd
// Fixed player animation naming convention
//
// 85 8/31/98 5:45p Aldie
// Powerup timer stuff
//
// 84 8/30/98 7:29p Markd
// Put in auto-dead camera where after 10 seconds, player will follow the
// endnode1 path
//
// 83 8/29/98 9:53p Jimdose
// moved enums and #defines from g_local.h
//
// 82 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 81 8/28/98 7:54p Markd
// Added TauntTime
//
// 80 8/27/98 4:50p Markd
// Added fallsurface
//
// 79 8/25/98 7:52p Markd
// Added crosshair to player again
//
// 78 8/25/98 4:11p Markd
// Added taunt support
//
// 77 8/17/98 8:59p Jimdose
// Added WhatIs
//
// 76 8/17/98 6:20p Markd
// Changed SetCamera to a Player method
//
// 75 8/17/98 3:07p Aldie
// Added the weaponuse command
//
// 74 8/12/98 6:04p Aldie
// Added a shield timer
//
// 73 8/07/98 6:01p Aldie
// Added frag credits for falling damage
//
// 72 7/31/98 8:10p Jimdose
// Script commands now include flags to indicate cheats and console commands
// Cheat function removed since events have cheat flags
//
// 71 7/31/98 4:20p Jimdose
// Added GiveHealthCheat
//
// 70 7/26/98 12:35p Jimdose
// Added GiveAllCheat
//
// 69 7/26/98 4:12a Aldie
// Updated getVehicle
//
// 68 7/25/98 5:21p Markd
// Added GotKill to player
//
// 67 7/24/98 7:37p Aldie
// Changed hud event
//
// 66 7/23/98 9:56p Aldie
// Added hud event
//
// 65 7/23/98 12:31p Markd
// Added onladder variable
//
// 64 7/22/98 10:20p Markd
// Added AnimPrefixForWeapon
//
// 63 7/21/98 9:07p Markd
// Added UpdateMusic
//
// 62 7/21/98 1:10p Aldie
// Added meansofdeath to obituaries
//
// 61 7/20/98 12:09p Markd
// Added vehicleanim support
//
// 60 7/17/98 4:04p Markd
// Added useWeapon
//
// 59 7/14/98 9:54p Markd
// Fixed camera stuff
//
// 58 7/13/98 5:02p Aldie
// Added dead player bodies with gibbing
//
// 57 7/11/98 8:58p Markd
// Added testthread command
//
// 56 7/10/98 11:18p Jimdose
// Removed third-person crosshair
//
// 55 7/08/98 3:12p Aldie
// First try at spectator mode
//
// 54 7/07/98 8:06p Aldie
// Spectator and dead stuff
//
// 53 7/02/98 2:34p Aldie
// Mission computer
//
// 52 6/24/98 1:39p Aldie
// Implementation of inventory system and picking stuff up
//
// 51 6/22/98 2:04p Jimdose
// Added vehicles back in
// Organized the control code a bit more. May want to make physics into a
// class
//
// 50 6/19/98 6:39p Aldie
// More inventory stuff
//
// 49 6/18/98 9:26p Aldie
// Started inventory system
//
// 48 6/15/98 10:48p Jimdose
// Added AddPathNode
//
// 47 6/13/98 8:20p Jimdose
// removed optimize path stuff
//
// 46 6/10/98 2:10p Aldie
// Updated damage function.
//
// 45 6/03/98 4:39p Markd
// removed parameters from SetCameraEntity stuff
//
// 44 5/27/98 7:03a Markd
// added action_level
//
// 43 5/26/98 7:56p Jimdose
// added scripted cameras
//
// 42 5/26/98 4:46p Aldie
// Added take (object) from player
//
// 41 5/26/98 4:38a Jimdose
// Added tracking crosshair
//
// 40 5/25/98 6:47p Jimdose
// Made animateframe, prethink and posthink into functions built into the base
// entity class
//
// 39 5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
//
// 38 5/13/98 4:49p Jimdose
// Now use SafePtrs for keeping track of nodes and cameras
//
// 37 5/05/98 2:41p Jimdose
// New interface for controlling the clients view
// moved a lot of variables from gclient_t to be internal to player
//
// 36 5/03/98 4:37p Jimdose
// Added camera
//
// 35 5/01/98 6:16p Jimdose
// Made Respawn an event so that Trigger_Hurt wouldn't rekill a player after
// respawn
//
// 34 4/27/98 5:27p Jimdose
// Working on ai
//
// 33 4/21/98 2:25p Aldie
// Added enterconsole and exitconsole events.
//
// 32 4/20/98 2:45p Jimdose
// working on ai
//
// 31 4/18/98 3:02p Jimdose
// Removed nodebeam
//
// 30 4/16/98 2:10p Jimdose
// Working on ai.
// Removed TESTPATH stuff
//
// 29 4/09/98 8:44p Jimdose
// Added view blend effects
// added drowing
//
// 28 4/07/98 3:49p Aldie
// Added zooming crosshair
//
// 27 4/06/98 7:10p Aldie
// Added zooming for SniperRifle
//
// 26 4/05/98 2:58a Jimdose
// added respawn_time
//
// 25 4/04/98 6:13p Jimdose
// Added events for syncing firing to animation
//
// 24 4/02/98 4:46p Jimdose
// Added Obituary, Pain, and ShowScores
//
// 23 3/31/98 1:44p Jimdose
// Removed footstep stuff
//
// 22 3/29/98 9:42p Jimdose
// Moved animation stuff to sentient
//
// 21 3/29/98 5:57p Jimdose
// Added SpawnEntity command
//
// 20 3/28/98 4:36p Jimdose
// Added kill event
//
// 19 3/27/98 9:59p Jimdose
// Changed CalcRoll to return a float
//
// 18 3/27/98 6:36p Jimdose
// Added third person view
//
// 17 3/26/98 8:16p Jimdose
// Added animation control functions
// Added respawn and init functions for deathmatch
//
// 16 3/23/98 1:33p Jimdose
// Revamped event and command system
//
// 15 3/18/98 7:21p Jimdose
// Added CalcGunOffset
//
// 14 3/03/98 6:03p Aldie
// First pass at footsteps.
//
// 13 3/02/98 8:49p Jimdose
// Changed CLASS_PROTOTYPE to only take the classname
//
// 12 2/21/98 1:22p Jimdose
// Removed A LOT of unused varables and code.
//
// 11 2/19/98 2:36p Jimdose
// Added weapons back in
//
// 10 2/17/98 8:35p Jimdose
// Removed useHeld
//
// 9 2/06/98 5:44p Jimdose
// replaced use of think and touch functions with events
// move client to Entity
//
// 8 2/03/98 10:59a Jimdose
// Updated to work with Quake 2 engine
// Moved initialization to constructor and removed Init function
// This will probably be rewritten to be simpler. This first rewrite sucks.
//
// 6 12/05/97 4:08p Aldie
// Added event to player for giving weapons.
//
// 5 11/12/97 5:12p Jimdose
// Added event definitions
//
// 4 10/27/97 2:59p Jimdose
// Removed dependency on quakedef.h
//
// 3 10/08/97 6:03p Jimdose
// Began vehicle support.
//
// 2 9/26/97 6:47p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// Class definition of the player.
//
#ifndef __PLAYER_H__
#define __PLAYER_H__
#include "g_local.h"
#include "vector.h"
#include "entity.h"
#include "weapon.h"
#include "sentient.h"
#include "navigate.h"
#include "misc.h"
#include "bspline.h"
#include "camera.h"
#include "vehicle.h"
#include "specialfx.h"
#include "hoverbike.h" //###
#include "movecapture.h" //###
extern Event EV_Player_EndLevel;
extern Event EV_Player_PrevWeapon;
extern Event EV_Player_NextWeapon;
extern Event EV_Player_GiveCheat;
extern Event EV_Player_GodCheat;
extern Event EV_Player_NoTargetCheat;
extern Event EV_Player_NoClipCheat;
extern Event EV_Player_GameVersion;
extern Event EV_Player_Fov;
extern Event EV_Player_SaveFov;
extern Event EV_Player_RestoreFov;
extern Event EV_Player_ZoomOut;
extern Event EV_Player_ToggleZoomMode;
extern Event EV_Player_ClearFloatingInventory;
extern Event EV_Player_WhatIs;
extern Event EV_Player_DrawOverlay;
extern Event EV_Player_HideOverlay;
extern Event EV_Player_DrawStats;
extern Event EV_Player_HideStats;
extern Event EV_Player_SetFlashColor;
extern Event EV_Player_ClearFlashColor;
extern Event EV_Player_Respawn;
//###
extern Event EV_Player_WeaponSwitch;
extern Event EV_Player_WeaponOverride;
extern Event EV_Player_SetAngleJitter;
extern Event EV_Player_SetOffsetJitter;
//###
typedef enum
{
ZOOMED_OUT,
ZOOMED_IN
} zoom_mode_t;
typedef enum
{
FIRST_PERSON,
THIRD_PERSON,
SPECTATOR,
CAMERA_VIEW,
MISSILE_VIEW //### added for guided missile
} viewmode_t;
// view pitching times
#define DAMAGE_TIME 0.5
#define FALL_TIME 0.3
#define ENEMY_TIME 5.0
class EXPORT_FROM_DLL Player : public Sentient
{
protected:
pmove_state_t old_pmove; // for detecting out-of-pmove changes
// bobbing
float xyspeed;
float bobtime;
float bobmove;
int bobcycle; // odd cycles are right foot going forward
float bobfracsin; // sin(bobfrac*M_PI)
Vector oldvelocity;
// weapon kicks
Vector kick_angles;
Vector kick_origin;
// damage kicks
float v_dmg_roll;
float v_dmg_pitch;
float v_dmg_time;
// for view drop on fall
float fall_time;
float fall_value;
// blend //FIXME move to entity?
float blend[ 4 ]; // rgba full screen effect
float fov; // horizontal field of view
float savedfov; // saved horizontal field of view for teleports
// view weapon orientation
Vector v_gunoffset;
Vector v_gunangles;
friend class Camera;
friend class Vehicle;
//###
friend class Hoverbike;
friend class HoverWeap;
friend class MoveCapture;
//###
// vehicle stuff
VehiclePtr vehicle;
str vehicleanim;
HoverbikePtr hoverbike; //###
// aiming direction
Vector v_angle;
Vector v_kick;
Vector oldviewangles;
Vector v_offset;
int buttons;
int new_buttons;
viewmode_t viewmode;
viewmode_t defaultViewMode;
zoom_mode_t zoom_mode;
float respawn_time;
qboolean firing;
qboolean in_console;
qboolean has_thought;
// damage blend
float damage_blood;
float damage_alpha;
Vector damage_blend;
float bonus_alpha;
float next_drown_time;
float air_finished;
int old_waterlevel;
int drown_damage;
Path *path;
PathNodePtr goalNode;
PathNodePtr nearestNode;
PathNodePtr lastNode;
Vector lastVisible;
Vector lastGround;
float searchTime;
str con_name;
EntityPtr thirdpersonCamera;
EntityPtr watchCamera;
EntityPtr movieCamera;
EntityPtr spectatorCamera;
EntityPtr CinematicCamera;
EntityPtr crosshair;
qboolean onladder;
qboolean spectator;
qboolean hidestats;
qboolean drawoverlay;
// music mood stuff
float action_level;
int music_current_mood;
int music_fallback_mood;
// falling damage stuff
csurface_t *fallsurface;
// Pickup inventory stuff
SentientPtr floating_owner;
Container<int> floating_inventory;
float lastEnemyTime;
int currentCameraTarget;
qboolean gibbed;
qboolean drawstats;
float lastTauntTime;
// variable to see if we checked the dead camera
qboolean checked_dead_camera;
qboolean falling;
float flash_color[4];
float last_damage_time;
qboolean music_forced;
float spectator_distance;
//###
// added for nuke view blend
Vector nuke_blend;
float nuke_alpha;
// added for view jittering
float jitter_angle;
float jitter_angle_falloff;
float jitter_angle_enttime;
float jitter_offset;
float jitter_offset_falloff;
float jitter_offset_enttime;
// movement capture thinggy
MoveCapturePtr movecapturer;
//###
public:
CLASS_PROTOTYPE( Player );
qboolean trappedInQuantum;
Player();
virtual ~Player();
virtual void Init( void );
virtual void RestorePersistantData( SpawnArgGroup &group );
virtual void WritePersistantData( SpawnArgGroup &group );
virtual void InitMusic( void );
virtual void InitEdict( void );
virtual void InitClient( void );
virtual void InitPath( void );
virtual void InitPhysics( void );
virtual void InitPowerups( void );
virtual void InitWorldEffects( void );
virtual void InitWeapons( void );
virtual void InitView( void );
virtual void InitModel( void );
virtual void InitState( void );
virtual void InitHealth( void );
virtual void InitInventory( void );
virtual void InitSkin( void );
virtual void ChooseSpawnPoint( void );
virtual void EndLevel( Event *ev );
virtual void Respawn( Event *ev );
virtual void SetDeltaAngles( void );
virtual void DoUse( void );
virtual void Obituary( Entity *attacker, Entity *inflictor, str location, int meansofdeath );
virtual void Killed( Event *ev );
virtual void Dead( Event *ev );
virtual void Pain( Event *ev );
virtual void Spectator( Event *ev );
virtual void CheckButtons( void );
virtual void TouchStuff( pmove_t *pm );
void EnterVehicle( Event *ev );
void ExitVehicle( Event *ev );
virtual void GetMoveInfo( pmove_t *pm );
virtual void SetMoveInfo( pmove_t *pm, usercmd_t *ucmd );
virtual pmtype_t GetMovePlayerMoveType( void );
virtual void ClientMove( usercmd_t *ucmd );
void ClientThink( Event *ev );
virtual void EventUseItem( Event *ev );
void GiveCheat( Event *ev );
void GiveAllCheat( Event *ev );
void Take( Event *ev );
void GodCheat( Event *ev );
void NoTargetCheat( Event *ev );
void NoclipCheat( Event *ev );
void Kill( Event *ev );
void GibEvent( Event *ev );
void SpawnEntity( Event *ev );
void SpawnActor( Event *ev );
void EventPreviousWeapon( Event *ev );
void EventNextWeapon( Event *ev );
void EventPreviousItem( Event *ev );
void EventNextItem( Event *ev );
void EventUseInventoryItem( Event *ev );
void GameVersion( Event *ev );
void Fov( Event *ev );
void SaveFov( Event *ev );
void RestoreFov( Event *ev );
void ToggleViewMode( Event *ev );
void ToggleZoomMode( Event *ev );
void ZoomOut( Event *ev );
void CrosshairLayout(Entity *ent);
void EnterConsole( Event *ev );
void ExitConsole( Event *ev );
void KickConsole( Event *ev );
virtual void WeaponUse( Event *ev );
virtual float CalcRoll( void );
virtual void CalcBob( void );
virtual void CalcViewOffset( void );
virtual void CalcGunOffset( void );
virtual void CheckWater( void );
virtual void WorldEffects( void );
virtual void AddBlend( float r, float g, float b, float a );
virtual void CalcBlend( void );
virtual void DamageFeedback( void );
virtual void ChooseAnim( void );
virtual qboolean CanMoveTo( Vector pos );
virtual qboolean ClearPathTo( Vector pos );
virtual void AddPathNode( Event *ev );
virtual void AddPathNodes( void );
virtual void UpdateStats( void );
virtual void UpdateMusic( void );
virtual void SetViewMode( viewmode_t mode, Entity * newCamera = NULL );
virtual void SetCameraValues( Vector position, Vector cameraoffset, Vector ang, Vector camerakick, Vector vel, float camerablend[ 4 ], float camerafov );
virtual void SetCameraEntity( Entity *cameraEnt );
virtual void FallingDamage( void );
virtual void FinishMove( void );
virtual void EndFrame( Event *ev );
virtual void ShowInfo( Event *ev );
virtual void ReadyToFire( Event *ev );
virtual void WaitingToFire( Event *ev );
virtual void DoneFiring( Event *ev );
virtual void TestThread( Event *ev );
virtual Weapon *useWeapon( const char *weaponname );
virtual void AddItemToFloatingInventory( Item *item );
virtual void SetFloatingOwner( Sentient *deceased_owner );
virtual Sentient *GetFloatingOwner( void );
virtual void SendFloatingInventory( void );
virtual void ClearFloatingInventory( Event *ev );
virtual void PickupFloatingInventory( void );
virtual void ChangeSpectator( void );
virtual const char *AnimPrefixForWeapon( void );
virtual void GotKill( Event *ev );
virtual VehiclePtr GetVehicle( void ) { return vehicle; };
virtual void SetPowerupTimer( Event *ev );
virtual void UpdatePowerupTimer( Event *ev );
virtual viewmode_t ViewMode( void );
virtual Camera *CurrentCamera( void );
virtual void SetCamera( Entity * ent );
void WhatIs( Event *ev );
void ActorInfo( Event *ev );
virtual void Taunt( Event *ev );
str AnimPrefixForPlayer( void );
virtual void DrawOverlay( Event *ev );
virtual void HideOverlay( Event *ev );
virtual void HideStats( Event *ev );
virtual void DrawStats( Event *ev );
virtual void ChangeMusic( const char * current, const char * fallback, qboolean force );
virtual void GravityNodes( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
virtual void SetFlashColor( Event *ev );
virtual void ClearFlashColor( Event *ev );
void Mutate( Event *ev );
void Human( Event *ev );
void SetSkin( Event *ev );
void GiveOxygen( float time );
void KillEnt( Event *ev );
void RemoveEnt( Event *ev );
void KillClass( Event *ev );
void RemoveClass( Event *ev );
//### 2015 added stuff
// init 2015 stuff for player
virtual void Init2015(void);
// added so I can detect player's buttons from other entities
virtual int Buttons(void) {return buttons;};
// added for nuke view flash
virtual void StartNukeFlash(Vector fblend, float falpha);
// added for concussion gun
virtual void ConcussionDamage(void);
float concussion_timer; // timer for cuncussioner removal
// to get the hoverbike's entity
virtual HoverbikePtr GetHoverbike(void) {return hoverbike;};
// added for hoverbike weapon
// virtual void FireWeapon(Event *ev);
// virtual Weapon *giveWeapon(const char *weaponname);
// spawn hoverbike on player
virtual void SpawnPlayerBike(int forcespawn);
// spawn hoverbike cheat
virtual void GiveBikeCheat(Event *ev);
// added stuff for view jitter
virtual float JitterAngle(void) {return jitter_angle;};
virtual void SetAngleJitter(float angle, float falloff, float time);
virtual float JitterOffset(void) {return jitter_offset;};
virtual void SetOffsetJitter(float offset, float falloff, float time);
virtual void AngleJitterEvent(Event *ev);
virtual void OffsetJitterEvent(Event *ev);
// added for checkpoints
float checkpoint_debounce;
str cp_list;
int last_cp_id;
int last_goal_time;
virtual qboolean CPTouched(int cp);
virtual qboolean CPTouchedAll(void);
virtual void CPListAdd(int cp);
virtual void CPListClear(void);
// command to set bike skin
void SetBikeSkin(Event *ev);
// set self to be informer
void SetInformer(Event *ev);
// set the player's movement capture entity
virtual void SetMovementCapture(MoveCapture *capturer);
// therm-optic goggles stuff
qboolean nightvision; // true if using goggles
virtual void ToggleGoggles(Event *ev);
// guided missile overlay
void MissileOverlayOn(void);
void MissileOverlayOff(void);
// for togglable auto weapon switching
virtual void WeaponSwitch(Event *ev);
// for dissabling weapon select override
virtual void WeaponOverride(Event *ev);
// get player's xyspeed
virtual float GetXYspeed(void) {return xyspeed;};
// get the player's aiming direction
Vector GetVAngle(void) {return v_angle;};
// for switching back to a regular weapon from the informergun
WeaponPtr lastWeapon;
// MDF welcome message
void WelcomeMessage(Event *ev);
//###
};
inline EXPORT_FROM_DLL void Player::Archive
(
Archiver &arc
)
{
Sentient::Archive( arc );
arc.WriteRaw( &old_pmove, sizeof( old_pmove ) );
// save bobbing variables
arc.WriteFloat( xyspeed );
arc.WriteFloat( bobtime );
arc.WriteFloat( bobmove );
arc.WriteInteger( bobcycle );
arc.WriteFloat( bobfracsin );
arc.WriteVector( oldvelocity );
// save weapon kicks, damage kicks, view drop, and blend weapon kicks
arc.WriteVector( kick_angles );
arc.WriteVector( kick_origin );
// damage kicks
arc.WriteFloat( v_dmg_roll );
arc.WriteFloat( v_dmg_pitch );
arc.WriteFloat( v_dmg_time );
// for view drop on fall
arc.WriteFloat( fall_time );
arc.WriteFloat( fall_value );
// blend //FIXME move to entity?
arc.WriteFloat( blend[ 0 ] );
arc.WriteFloat( blend[ 1 ] );
arc.WriteFloat( blend[ 2 ] );
arc.WriteFloat( blend[ 3 ] );
arc.WriteFloat( fov );
arc.WriteFloat( savedfov );
// save off v_gunangles, v_gunoffset for view weapon orientation
arc.WriteVector( v_gunoffset );
arc.WriteVector( v_gunangles );
arc.WriteSafePointer( vehicle );
arc.WriteString( vehicleanim );
arc.WriteVector( v_angle );
arc.WriteVector( v_kick );
arc.WriteVector( oldviewangles );
arc.WriteVector( v_offset );
arc.WriteInteger( buttons );
arc.WriteInteger( new_buttons );
arc.WriteInteger( viewmode );
arc.WriteInteger( defaultViewMode );
arc.WriteInteger( zoom_mode );
arc.WriteFloat( respawn_time );
arc.WriteBoolean( firing );
arc.WriteBoolean( in_console );
arc.WriteBoolean( has_thought );
arc.WriteFloat( damage_blood );
arc.WriteFloat( damage_alpha );
arc.WriteVector( damage_blend );
arc.WriteFloat( bonus_alpha );
arc.WriteFloat( next_drown_time );
arc.WriteFloat( air_finished );
arc.WriteInteger( old_waterlevel );
arc.WriteInteger( drown_damage );
arc.WriteObjectPointer( path );
arc.WriteSafePointer( goalNode );
arc.WriteSafePointer( nearestNode );
arc.WriteSafePointer( lastNode );
arc.WriteVector( lastVisible );
arc.WriteVector( lastGround );
arc.WriteFloat( searchTime );
arc.WriteString( con_name );
arc.WriteSafePointer( thirdpersonCamera );
arc.WriteSafePointer( watchCamera );
arc.WriteSafePointer( movieCamera );
arc.WriteSafePointer( spectatorCamera );
arc.WriteSafePointer( CinematicCamera );
arc.WriteSafePointer( crosshair );
arc.WriteBoolean( onladder );
arc.WriteBoolean( spectator );
arc.WriteBoolean( hidestats );
arc.WriteBoolean( drawoverlay );
arc.WriteFloat( action_level );
arc.WriteInteger( music_current_mood );
arc.WriteInteger( music_fallback_mood );
// Can't archive this stuff
// fallsurface
// Pickup inventory stuff
// SentientPtr floating_owner;
//Container<int> floating_inventory;
arc.WriteFloat( lastEnemyTime );
arc.WriteInteger( currentCameraTarget );
arc.WriteBoolean( gibbed );
arc.WriteBoolean( drawstats );
arc.WriteFloat( lastTauntTime );
arc.WriteBoolean( checked_dead_camera );
arc.WriteBoolean( falling );
arc.WriteFloat( flash_color[ 0 ] );
arc.WriteFloat( flash_color[ 1 ] );
arc.WriteFloat( flash_color[ 2 ] );
arc.WriteFloat( flash_color[ 3 ] );
arc.WriteFloat( last_damage_time );
arc.WriteBoolean( music_forced );
arc.WriteBoolean( trappedInQuantum );
//###
arc.WriteSafePointer( hoverbike );
arc.WriteVector( nuke_blend );
arc.WriteFloat( nuke_alpha );
arc.WriteFloat( jitter_angle );
arc.WriteFloat( jitter_angle_falloff );
arc.WriteFloat( jitter_angle_enttime );
arc.WriteFloat( jitter_offset );
arc.WriteFloat( jitter_offset_falloff );
arc.WriteFloat( jitter_offset_enttime );
arc.WriteSafePointer( movecapturer );
arc.WriteFloat( concussion_timer );
arc.WriteFloat( checkpoint_debounce );
arc.WriteString(cp_list);
arc.WriteInteger(last_cp_id);
arc.WriteInteger(last_goal_time);
arc.WriteBoolean(nightvision);
arc.WriteSafePointer(lastWeapon);
//###
}
inline EXPORT_FROM_DLL void Player::Unarchive
(
Archiver &arc
)
{
int temp;
Sentient::Unarchive( arc );
arc.ReadRaw( &old_pmove, sizeof( old_pmove ) );
arc.ReadFloat( &xyspeed );
arc.ReadFloat( &bobtime );
arc.ReadFloat( &bobmove );
arc.ReadInteger( &bobcycle );
arc.ReadFloat( &bobfracsin );
arc.ReadVector( &oldvelocity );
// save weapon kicks, damage kicks, view drop, and blend weapon kicks
arc.ReadVector( &kick_angles );
arc.ReadVector( &kick_origin );
// damage kicks
arc.ReadFloat( &v_dmg_roll );
arc.ReadFloat( &v_dmg_pitch );
arc.ReadFloat( &v_dmg_time );
// for view drop on fall
arc.ReadFloat( &fall_time );
arc.ReadFloat( &fall_value );
// blend //FIXME move to entity?
arc.ReadFloat( &blend[ 0 ] );
arc.ReadFloat( &blend[ 1 ] );
arc.ReadFloat( &blend[ 2 ] );
arc.ReadFloat( &blend[ 3 ] );
arc.ReadFloat( &fov );
arc.ReadFloat( &savedfov );
// save off v_gunangles, v_gunoffset for view weapon orientation
arc.ReadVector( &v_gunoffset );
arc.ReadVector( &v_gunangles );
arc.ReadSafePointer( &vehicle );
arc.ReadString( &vehicleanim );
arc.ReadVector( &v_angle );
arc.ReadVector( &v_kick );
arc.ReadVector( &oldviewangles );
arc.ReadVector( &v_offset );
arc.ReadInteger( &buttons );
arc.ReadInteger( &new_buttons );
arc.ReadInteger( &temp );
viewmode = ( viewmode_t )temp;
arc.ReadInteger( &temp );
defaultViewMode = ( viewmode_t )temp;
arc.ReadInteger( &temp );
zoom_mode = ( zoom_mode_t )temp;
arc.ReadFloat( &respawn_time );
arc.ReadBoolean( &firing );
arc.ReadBoolean( &in_console );
arc.ReadBoolean( &has_thought );
arc.ReadFloat( &damage_blood );
arc.ReadFloat( &damage_alpha );
arc.ReadVector( &damage_blend );
arc.ReadFloat( &bonus_alpha );
arc.ReadFloat( &next_drown_time );
arc.ReadFloat( &air_finished );
arc.ReadInteger( &old_waterlevel );
arc.ReadInteger( &drown_damage );
arc.ReadObjectPointer( ( Class ** )&path );
arc.ReadSafePointer( &goalNode );
arc.ReadSafePointer( &nearestNode );
arc.ReadSafePointer( &lastNode );
arc.ReadVector( &lastVisible );
arc.ReadVector( &lastGround );
arc.ReadFloat( &searchTime );
arc.ReadString( &con_name );
arc.ReadSafePointer( &thirdpersonCamera );
arc.ReadSafePointer( &watchCamera );
arc.ReadSafePointer( &movieCamera );
arc.ReadSafePointer( &spectatorCamera );
arc.ReadSafePointer( &CinematicCamera );
arc.ReadSafePointer( &crosshair );
arc.ReadBoolean( &onladder );
arc.ReadBoolean( &spectator );
arc.ReadBoolean( &hidestats );
arc.ReadBoolean( &drawoverlay );
arc.ReadFloat( &action_level );
arc.ReadInteger( &music_current_mood );
arc.ReadInteger( &music_fallback_mood );
// Can't archive this stuff
fallsurface = NULL;
floating_owner = NULL;
floating_inventory.FreeObjectList();
arc.ReadFloat( &lastEnemyTime );
arc.ReadInteger( &currentCameraTarget );
arc.ReadBoolean( &gibbed );
arc.ReadBoolean( &drawstats );
arc.ReadFloat( &lastTauntTime );
arc.ReadBoolean( &checked_dead_camera );
arc.ReadBoolean( &falling );
arc.ReadFloat( &flash_color[ 0 ] );
arc.ReadFloat( &flash_color[ 1 ] );
arc.ReadFloat( &flash_color[ 2 ] );
arc.ReadFloat( &flash_color[ 3 ] );
arc.ReadFloat( &last_damage_time );
arc.ReadBoolean( &music_forced );
arc.ReadBoolean( &trappedInQuantum );
//###
arc.ReadSafePointer( &hoverbike );
arc.ReadVector( &nuke_blend );
arc.ReadFloat( &nuke_alpha );
arc.ReadFloat( &jitter_angle );
arc.ReadFloat( &jitter_angle_falloff );
arc.ReadFloat( &jitter_angle_enttime );
arc.ReadFloat( &jitter_offset );
arc.ReadFloat( &jitter_offset_falloff );
arc.ReadFloat( &jitter_offset_enttime );
arc.ReadSafePointer( &movecapturer );
arc.ReadFloat( &concussion_timer );
arc.ReadFloat( &checkpoint_debounce );
arc.ReadString(&cp_list);
arc.ReadInteger(&last_cp_id);
arc.ReadInteger(&last_goal_time);
arc.ReadBoolean(&nightvision);
arc.ReadSafePointer(&lastWeapon);
//###
}
inline EXPORT_FROM_DLL str Player::AnimPrefixForPlayer
(
void
)
{
str prefix;
if ( waterlevel > 2 || ( !groundentity && waterlevel ) )
{
prefix = str("swim_");
}
else if ( client && client->ps.pmove.pm_flags & PMF_DUCKED )
{
prefix = str("crouch_");
}
return prefix;
}
#endif /* player.h */