700 lines
20 KiB
C++
700 lines
20 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/player.h $
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// $Revision:: 125 $
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// $Author:: Markd $
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// $Date:: 11/02/99 12:09p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/player.h $
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//
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// 125 11/02/99 12:09p Markd
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// Fixed CTF cheat bug
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//
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// 124 5/19/99 11:30a Markd
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// Added new camera support
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//
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// 123 3/19/99 8:59p Aldie
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// Added spectator_distance
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//
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// 122 3/19/99 5:59p Aldie
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// Added dropweapon and droptech
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//
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// 121 3/03/99 12:39p Aldie
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// Remove the bot stuff
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//
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// 120 3/02/99 9:16p Aldie
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// Added CTF game code
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//
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// 2 2/16/99 4:09p Aldie
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//
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//
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// DESCRIPTION:
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// Class definition of the player.
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//
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#ifndef __PLAYER_H__
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#define __PLAYER_H__
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#include "g_local.h"
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#include "vector.h"
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#include "entity.h"
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#include "weapon.h"
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#include "sentient.h"
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#include "navigate.h"
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#include "misc.h"
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#include "bspline.h"
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#include "camera.h"
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#include "vehicle.h"
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#include "specialfx.h"
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#include "grapple.h"
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extern Event EV_Player_EndLevel;
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extern Event EV_Player_PrevWeapon;
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extern Event EV_Player_NextWeapon;
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extern Event EV_Player_GiveCheat;
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extern Event EV_Player_GodCheat;
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extern Event EV_Player_NoTargetCheat;
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extern Event EV_Player_NoClipCheat;
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extern Event EV_Player_GameVersion;
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extern Event EV_Player_Fov;
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extern Event EV_Player_SaveFov;
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extern Event EV_Player_RestoreFov;
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extern Event EV_Player_ZoomOut;
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extern Event EV_Player_ToggleZoomMode;
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extern Event EV_Player_ClearFloatingInventory;
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extern Event EV_Player_WhatIs;
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extern Event EV_Player_DrawOverlay;
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extern Event EV_Player_HideOverlay;
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extern Event EV_Player_DrawStats;
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extern Event EV_Player_HideStats;
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extern Event EV_Player_SetFlashColor;
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extern Event EV_Player_ClearFlashColor;
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extern Event EV_Player_Respawn;
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extern Event EV_Player_CTF_SoundEvent;
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typedef enum
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{
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ZOOMED_OUT,
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ZOOMED_IN
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} zoom_mode_t;
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typedef enum
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{
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FIRST_PERSON,
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THIRD_PERSON,
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SPECTATOR,
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CAMERA_VIEW
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} viewmode_t;
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// view pitching times
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#define DAMAGE_TIME 0.5
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#define FALL_TIME 0.3
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#define ENEMY_TIME 5.0
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class EXPORT_FROM_DLL Player : public Sentient
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{
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protected:
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pmove_state_t old_pmove; // for detecting out-of-pmove changes
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// bobbing
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float xyspeed;
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float bobtime;
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float bobmove;
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int bobcycle; // odd cycles are right foot going forward
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float bobfracsin; // sin(bobfrac*M_PI)
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Vector oldvelocity;
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// weapon kicks
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Vector kick_angles;
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Vector kick_origin;
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// damage kicks
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float v_dmg_roll;
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float v_dmg_pitch;
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float v_dmg_time;
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// for view drop on fall
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float fall_time;
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float fall_value;
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// blend //FIXME move to entity?
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float blend[ 4 ]; // rgba full screen effect
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float fov; // horizontal field of view
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float savedfov; // saved horizontal field of view for teleports
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// view weapon orientation
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Vector v_gunoffset;
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Vector v_gunangles;
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friend class Camera;
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friend class Vehicle;
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// vehicle stuff
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VehiclePtr vehicle;
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str vehicleanim;
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// aiming direction
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Vector v_angle;
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Vector v_kick;
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Vector oldviewangles;
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Vector v_offset;
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int buttons;
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int new_buttons;
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viewmode_t viewmode;
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viewmode_t defaultViewMode;
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zoom_mode_t zoom_mode;
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qboolean firing;
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qboolean in_console;
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qboolean has_thought;
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// damage blend
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float damage_blood;
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float damage_alpha;
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Vector damage_blend;
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float bonus_alpha;
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float next_drown_time;
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float air_finished;
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int old_waterlevel;
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int drown_damage;
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Path *path;
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PathNodePtr goalNode;
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PathNodePtr nearestNode;
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PathNodePtr lastNode;
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Vector lastVisible;
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Vector lastGround;
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float searchTime;
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str con_name;
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EntityPtr thirdpersonCamera;
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EntityPtr watchCamera;
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EntityPtr movieCamera;
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EntityPtr spectatorCamera;
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EntityPtr CinematicCamera;
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EntityPtr crosshair;
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qboolean onladder;
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qboolean spectator;
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qboolean hidestats;
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qboolean drawoverlay;
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qboolean grapple_pull;
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Vector grapple_org;
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float grapple_speed;
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float grapple_time;
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// music mood stuff
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float action_level;
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int music_current_mood;
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int music_fallback_mood;
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// falling damage stuff
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csurface_t *fallsurface;
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// Pickup inventory stuff
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SentientPtr floating_owner;
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Container<int> floating_inventory;
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float lastEnemyTime;
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int currentCameraTarget;
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qboolean gibbed;
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qboolean drawstats;
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float lastTauntTime;
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// variable to see if we checked the dead camera
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qboolean checked_dead_camera;
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qboolean falling;
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float flash_color[4];
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float last_damage_time;
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qboolean music_forced;
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// CTF
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HookPtr hook;
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BeamPtr beam;
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float spectator_distance;
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public:
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CLASS_PROTOTYPE( Player );
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float respawn_time;
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qboolean trappedInQuantum;
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Player();
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virtual ~Player();
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virtual void Init( void );
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virtual void RestorePersistantData( SpawnArgGroup &group );
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virtual void WritePersistantData( SpawnArgGroup &group );
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virtual void InitMusic( void );
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virtual void InitEdict( void );
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virtual void InitClient( void );
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virtual void InitPath( void );
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virtual void InitPhysics( void );
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virtual void InitPowerups( void );
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virtual void InitWorldEffects( void );
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virtual void InitWeapons( void );
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virtual void InitView( void );
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virtual void InitModel( void );
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virtual void InitState( void );
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virtual void InitHealth( void );
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virtual void InitInventory( void );
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virtual void InitSkin( void );
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virtual void ChooseSpawnPoint( void );
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virtual void EndLevel( Event *ev );
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virtual void Respawn( Event *ev );
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virtual void SetDeltaAngles( void );
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virtual void DoUse( void );
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virtual void Obituary( Entity *attacker, Entity *inflictor, str location, int meansofdeath );
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virtual void Killed( Event *ev );
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virtual void Dead( Event *ev );
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virtual void Pain( Event *ev );
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virtual void Spectator( Event *ev );
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virtual void CheckButtons( void );
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virtual void TouchStuff( pmove_t *pm );
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void EnterVehicle( Event *ev );
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void ExitVehicle( Event *ev );
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virtual void GetMoveInfo( pmove_t *pm );
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virtual void SetMoveInfo( pmove_t *pm, usercmd_t *ucmd );
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virtual pmtype_t GetMovePlayerMoveType( void );
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virtual void ClientMove( usercmd_t *ucmd );
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void ClientThink( Event *ev );
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virtual void EventUseItem( Event *ev );
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void GiveCheat( Event *ev );
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void GiveAllCheat( Event *ev );
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void Take( Event *ev );
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void GodCheat( Event *ev );
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void NoTargetCheat( Event *ev );
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void NoclipCheat( Event *ev );
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void Kill( Event *ev );
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void GibEvent( Event *ev );
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void SpawnEntity( Event *ev );
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void SpawnActor( Event *ev );
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void EventPreviousWeapon( Event *ev );
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void EventNextWeapon( Event *ev );
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void EventPreviousItem( Event *ev );
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void EventNextItem( Event *ev );
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void EventUseInventoryItem( Event *ev );
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void GameVersion( Event *ev );
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void Fov( Event *ev );
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void SaveFov( Event *ev );
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void RestoreFov( Event *ev );
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void ToggleViewMode( Event *ev );
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void ToggleZoomMode( Event *ev );
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void ZoomOut( Event *ev );
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void CrosshairLayout(Entity *ent);
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void EnterConsole( Event *ev );
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void ExitConsole( Event *ev );
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void KickConsole( Event *ev );
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virtual void WeaponUse( Event *ev );
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virtual float CalcRoll( void );
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virtual void CalcBob( void );
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virtual void CalcViewOffset( void );
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virtual void CalcGunOffset( void );
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virtual void CheckWater( void );
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virtual void WorldEffects( void );
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virtual void AddBlend( float r, float g, float b, float a );
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virtual void CalcBlend( void );
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virtual void DamageFeedback( void );
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void SetGrapplePull( Vector dir, float speed );
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void ClearGrapplePull( void );
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virtual void ChooseAnim( void );
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virtual qboolean CanMoveTo( Vector pos );
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virtual qboolean ClearPathTo( Vector pos );
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virtual void AddPathNode( Event *ev );
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virtual void AddPathNodes( void );
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virtual void UpdateStats( void );
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virtual void UpdateMusic( void );
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virtual void SetViewMode( viewmode_t mode, Entity * newCamera = NULL );
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virtual void SetCameraValues( Vector position, Vector cameraoffset, Vector ang, Vector camerakick, Vector vel, float camerablend[ 4 ], float camerafov );
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virtual void SetCameraEntity( Entity *cameraEnt );
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virtual void FallingDamage( void );
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virtual void FinishMove( void );
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virtual void EndFrame( Event *ev );
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virtual void ShowInfo( Event *ev );
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virtual void ReadyToFire( Event *ev );
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virtual void WaitingToFire( Event *ev );
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virtual void DoneFiring( Event *ev );
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virtual void TestThread( Event *ev );
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virtual Weapon *useWeapon( const char *weaponname );
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virtual void AddItemToFloatingInventory( Item *item );
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virtual void SetFloatingOwner( Sentient *deceased_owner );
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virtual Sentient *GetFloatingOwner( void );
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virtual void SendFloatingInventory( void );
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virtual void ClearFloatingInventory( Event *ev );
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virtual void PickupFloatingInventory( void );
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virtual void ChangeSpectator( void );
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virtual const char *AnimPrefixForWeapon( void );
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virtual void GotKill( Event *ev );
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virtual VehiclePtr GetVehicle( void ) { return vehicle; };
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virtual void SetPowerupTimer( Event *ev );
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virtual void UpdatePowerupTimer( Event *ev );
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virtual viewmode_t ViewMode( void );
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virtual Camera *CurrentCamera( void );
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virtual void SetCamera( Entity * ent );
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void GetPlayerView( Vector *pos, Vector *angle );
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void WhatIs( Event *ev );
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void ActorInfo( Event *ev );
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virtual void Taunt( Event *ev );
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str AnimPrefixForPlayer( void );
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virtual void DrawOverlay( Event *ev );
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virtual void HideOverlay( Event *ev );
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virtual void HideStats( Event *ev );
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virtual void DrawStats( Event *ev );
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virtual void ChangeMusic( const char * current, const char * fallback, qboolean force );
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virtual void GravityNodes( void );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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virtual void SetFlashColor( Event *ev );
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virtual void ClearFlashColor( Event *ev );
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void Mutate( Event *ev );
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void Human( Event *ev );
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void SetSkin( Event *ev );
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void GiveOxygen( float time );
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void KillEnt( Event *ev );
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void RemoveEnt( Event *ev );
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void KillClass( Event *ev );
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void RemoveClass( Event *ev );
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// CTF
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void InitCTF( void );
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void CTF_JoinTeamHardcorps( Event *ev );
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void CTF_JoinTeamSintek( Event *ev );
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void CTF_JoinTeam( int desired_team );
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void CTF_Team( Event *ev );
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void CTF_ExtendGrapple( void );
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void CTF_ReleaseGrapple( void );
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void CTF_DeadDropFlag( void );
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void CTF_UpdateHookBeam( Event *ev );
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Vector CTF_GetGrapplePosition( void );
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void CTF_AssignTeam( void );
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void CTF_OpenJoinMenu( void );
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void CTF_UpdateNumberOfPlayers( void );
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void CTF_DeadDropTech( void );
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void CTF_DropTech( Event *ev );
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void CTF_SoundEvent( Event *ev );
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void SetViewAngles( Vector ang );
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void DropWeaponEvent( Event *ev );
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void CTF_DropFlag( Event *ev );
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};
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inline EXPORT_FROM_DLL void Player::Archive
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(
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Archiver &arc
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)
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{
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Sentient::Archive( arc );
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arc.WriteRaw( &old_pmove, sizeof( old_pmove ) );
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// save bobbing variables
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arc.WriteFloat( xyspeed );
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arc.WriteFloat( bobtime );
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arc.WriteFloat( bobmove );
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arc.WriteInteger( bobcycle );
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arc.WriteFloat( bobfracsin );
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arc.WriteVector( oldvelocity );
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// save weapon kicks, damage kicks, view drop, and blend weapon kicks
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arc.WriteVector( kick_angles );
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arc.WriteVector( kick_origin );
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// damage kicks
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arc.WriteFloat( v_dmg_roll );
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arc.WriteFloat( v_dmg_pitch );
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arc.WriteFloat( v_dmg_time );
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// for view drop on fall
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arc.WriteFloat( fall_time );
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arc.WriteFloat( fall_value );
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// blend //FIXME move to entity?
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arc.WriteFloat( blend[ 0 ] );
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arc.WriteFloat( blend[ 1 ] );
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arc.WriteFloat( blend[ 2 ] );
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arc.WriteFloat( blend[ 3 ] );
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arc.WriteFloat( fov );
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arc.WriteFloat( savedfov );
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// save off v_gunangles, v_gunoffset for view weapon orientation
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arc.WriteVector( v_gunoffset );
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arc.WriteVector( v_gunangles );
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arc.WriteSafePointer( vehicle );
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arc.WriteString( vehicleanim );
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arc.WriteVector( v_angle );
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arc.WriteVector( v_kick );
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arc.WriteVector( oldviewangles );
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arc.WriteVector( v_offset );
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arc.WriteInteger( buttons );
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arc.WriteInteger( new_buttons );
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arc.WriteInteger( viewmode );
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arc.WriteInteger( defaultViewMode );
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arc.WriteInteger( zoom_mode );
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arc.WriteFloat( respawn_time );
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arc.WriteBoolean( firing );
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arc.WriteBoolean( in_console );
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arc.WriteBoolean( has_thought );
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arc.WriteFloat( damage_blood );
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arc.WriteFloat( damage_alpha );
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arc.WriteVector( damage_blend );
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arc.WriteFloat( bonus_alpha );
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arc.WriteFloat( next_drown_time );
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arc.WriteFloat( air_finished );
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arc.WriteInteger( old_waterlevel );
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arc.WriteInteger( drown_damage );
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arc.WriteObjectPointer( path );
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arc.WriteSafePointer( goalNode );
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arc.WriteSafePointer( nearestNode );
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arc.WriteSafePointer( lastNode );
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arc.WriteVector( lastVisible );
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arc.WriteVector( lastGround );
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arc.WriteFloat( searchTime );
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arc.WriteString( con_name );
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arc.WriteSafePointer( thirdpersonCamera );
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arc.WriteSafePointer( watchCamera );
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arc.WriteSafePointer( movieCamera );
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arc.WriteSafePointer( spectatorCamera );
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arc.WriteSafePointer( CinematicCamera );
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arc.WriteSafePointer( crosshair );
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arc.WriteBoolean( onladder );
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arc.WriteBoolean( spectator );
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arc.WriteBoolean( hidestats );
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arc.WriteBoolean( drawoverlay );
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arc.WriteFloat( action_level );
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arc.WriteInteger( music_current_mood );
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arc.WriteInteger( music_fallback_mood );
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// Can't archive this stuff
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// fallsurface
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// Pickup inventory stuff
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// SentientPtr floating_owner;
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//Container<int> floating_inventory;
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arc.WriteFloat( lastEnemyTime );
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arc.WriteInteger( currentCameraTarget );
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arc.WriteBoolean( gibbed );
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arc.WriteBoolean( drawstats );
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arc.WriteFloat( lastTauntTime );
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arc.WriteBoolean( checked_dead_camera );
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arc.WriteBoolean( falling );
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arc.WriteFloat( flash_color[ 0 ] );
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arc.WriteFloat( flash_color[ 1 ] );
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arc.WriteFloat( flash_color[ 2 ] );
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arc.WriteFloat( flash_color[ 3 ] );
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arc.WriteFloat( last_damage_time );
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arc.WriteBoolean( music_forced );
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arc.WriteBoolean( trappedInQuantum );
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}
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inline EXPORT_FROM_DLL void Player::Unarchive
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(
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Archiver &arc
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)
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{
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int temp;
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Sentient::Unarchive( arc );
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arc.ReadRaw( &old_pmove, sizeof( old_pmove ) );
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arc.ReadFloat( &xyspeed );
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arc.ReadFloat( &bobtime );
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arc.ReadFloat( &bobmove );
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arc.ReadInteger( &bobcycle );
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arc.ReadFloat( &bobfracsin );
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arc.ReadVector( &oldvelocity );
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// 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( ¤tCameraTarget );
|
|
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 );
|
|
}
|
|
|
|
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 */
|