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-rw-r--r--src/game/server/entities/character.hpp134
1 files changed, 0 insertions, 134 deletions
diff --git a/src/game/server/entities/character.hpp b/src/game/server/entities/character.hpp
deleted file mode 100644
index bd2f7afe..00000000
--- a/src/game/server/entities/character.hpp
+++ /dev/null
@@ -1,134 +0,0 @@
-/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
-
-#ifndef GAME_SERVER_ENTITY_CHARACTER_H
-#define GAME_SERVER_ENTITY_CHARACTER_H
-
-#include <game/server/entity.hpp>
-#include <game/generated/gs_data.hpp>
-#include <game/generated/g_protocol.hpp>
-
-#include <game/gamecore.hpp>
-
-enum
-{
-	WEAPON_GAME = -3, // team switching etc
-	WEAPON_SELF = -2, // console kill command
-	WEAPON_WORLD = -1, // death tiles etc
-};
-
-class CHARACTER : public ENTITY
-{
-	MACRO_ALLOC_POOL_ID()
-public:
-	// player controlling this character
-	class PLAYER *player;
-	
-	bool alive;
-
-	// weapon info
-	ENTITY *hitobjects[10];
-	int numobjectshit;
-	struct WEAPONSTAT
-	{
-		int ammoregenstart;
-		int ammo;
-		int ammocost;
-		bool got;
-	} weapons[NUM_WEAPONS];
-	
-	int active_weapon;
-	int last_weapon;
-	int queued_weapon;
-	
-	int reload_timer;
-	int attack_tick;
-	
-	int damage_taken;
-
-	int emote_type;
-	int emote_stop;
-
-	// TODO: clean this up
-	char skin_name[64];
-	int use_custom_color;
-	int color_body;
-	int color_feet;
-	
-	int last_action; // last tick that the player took any action ie some input
-
-	// these are non-heldback inputs
-	NETOBJ_PLAYER_INPUT latest_previnput;
-	NETOBJ_PLAYER_INPUT latest_input;
-
-	// input	
-	NETOBJ_PLAYER_INPUT previnput;
-	NETOBJ_PLAYER_INPUT input;
-	int num_inputs;
-	int jumped;
-	
-	int damage_taken_tick;
-
-	int health;
-	int armor;
-
-	// ninja
-	struct
-	{
-		vec2 activationdir;
-		int activationtick;
-		int currentmovetime;
-	} ninja;
-
-	//
-	//int score;
-	int team;
-	int player_state; // if the client is chatting, accessing a menu or so
-
-	// the player core for the physics	
-	CHARACTER_CORE core;
-	
-	// info for dead reckoning
-	int reckoning_tick; // tick that we are performing dead reckoning from
-	CHARACTER_CORE sendcore; // core that we should send
-	CHARACTER_CORE reckoningcore; // the dead reckoning core
-
-	//
-	CHARACTER();
-	
-	virtual void reset();
-	virtual void destroy();
-		
-	bool is_grounded();
-	
-	void set_weapon(int w);
-	
-	void handle_weaponswitch();
-	void do_weaponswitch();
-	
-	int handle_weapons();
-	int handle_ninja();
-
-	void on_predicted_input(NETOBJ_PLAYER_INPUT *new_input);
-	void on_direct_input(NETOBJ_PLAYER_INPUT *new_input);
-	void fire_weapon();
-
-	void die(int killer, int weapon);
-
-	bool take_damage(vec2 force, int dmg, int from, int weapon);	
-
-	
-	bool spawn(PLAYER *player, vec2 pos, int team);
-	//bool init_tryspawn(int team);
-	bool remove();
-
-	static const int phys_size = 28;
-
-	virtual void tick();
-	virtual void tick_defered();
-	virtual void snap(int snapping_client);
-	
-	bool increase_health(int amount);
-	bool increase_armor(int amount);
-};
-
-#endif