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#ifndef GAME_SERVER_PLAYER_H
#define GAME_SERVER_PLAYER_H
// this include should perhaps be removed
#include "entities/character.h"
#include "gamecontext.h"
// player object
class CPlayer
{
MACRO_ALLOC_POOL_ID()
public:
CPlayer(CGameContext *pGameServer, int CID, int Team);
~CPlayer();
void Init(int CID);
void TryRespawn();
void Respawn();
void SetTeam(int Team);
int GetTeam() const { return m_Team; };
int GetCID() const { return m_ClientID; };
void Tick();
void Snap(int SnappingClient);
void OnDirectInput(CNetObj_PlayerInput *NewInput);
void OnPredictedInput(CNetObj_PlayerInput *NewInput);
void OnDisconnect();
void KillCharacter(int Weapon = WEAPON_GAME);
CCharacter *GetCharacter();
//---------------------------------------------------------
// this is used for snapping so we know how we can clip the view for the player
vec2 m_ViewPos;
//
int m_Vote;
int m_VotePos;
//
int m_Last_VoteCall;
int m_Last_VoteTry;
int m_Last_Chat;
int m_Last_SetTeam;
int m_Last_ChangeInfo;
int m_Last_Emote;
int m_Last_Kill;
// TODO: clean this up
struct
{
char m_SkinName[64];
int m_UseCustomColor;
int m_ColorBody;
int m_ColorFeet;
} m_TeeInfos;
int m_RespawnTick;
int m_DieTick;
int m_Score;
bool m_ForceBalanced;
private:
CCharacter *Character;
CGameContext *m_pGameServer;
CGameContext *GameServer() const { return m_pGameServer; }
IServer *Server() const;
//
bool m_Spawning;
int m_ClientID;
int m_Team;
// network latency calculations
struct
{
int m_Accum;
int m_AccumMin;
int m_AccumMax;
int m_Avg;
int m_Min;
int m_Max;
} m_Latency;
};
#endif
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