85 lines
2.0 KiB
C++
85 lines
2.0 KiB
C++
#pragma once
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#include "human.h"
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namespace cs
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{
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class CMMove;
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class CMDropItem;
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class CMEmote;
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class CMVoice;
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class MFActivePlayerData;
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class MFGasData;
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}
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class Room;
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class Loot;
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class Obstacle;
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class Player : public Human
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{
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public:
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enum { HID = HID_Player };
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public:
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int team_mode = 0;
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bool auto_fill = false;
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bool use_touch = false;
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long long create_tick = 0;
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int last_seq_id = 0;
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bool moving = false;
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int moved_frames = 0;
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bool select_weapon = false;
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size_t selected_weapon_idx = 0;
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bool drop_weapon = false;
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size_t drop_weapon_idx = 0;
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bool cancel_action = false;
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bool use_item = false;
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int use_item_idx = 0;
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bool use_scope = false;
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int use_scope_idx = 0;
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bool reload = false;
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bool spectate = false;
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bool emote = false;
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int emote_id = 0;
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::google::protobuf::RepeatedField< ::google::protobuf::int32 > interaction_objids;
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Player();
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virtual ~Player() override;
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virtual void Initialize() override;
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virtual void Update(int delta_time) override;
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void UpdateMove();
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void UpdateShot();
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void UpdateSelectWeapon();
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void UpdateDropWeapon();
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void UpdateUseScope();
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void UpdateReload();
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void UpdateCancelAction();
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void UpdateUseItemIdx();
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void UpdateSpectate();
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void UpdateEmote();
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void UpdateUseSkill();
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void ProcInteraction();
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void ObstacleInteraction(Obstacle* entity);
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void LootInteraction(Loot* entity);
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void HumanInteraction(Human* hum);
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void ProcPrepareItems(const ::google::protobuf::RepeatedField< ::google::protobuf::int32 >& prepare_items);
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void _CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg);
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void _CMEmote(f8::MsgHdr& hdr, const cs::CMEmote& msg);
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void _CMVoice(f8::MsgHdr& hdr, const cs::CMVoice& msg);
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void _CMGameOver(f8::MsgHdr& hdr, const cs::CMGameOver& msg);
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void _CMWatchWar(f8::MsgHdr& hdr, const cs::CMWatchWar& msg);
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void _CMLeave(f8::MsgHdr& hdr, const cs::CMLeave& msg);
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};
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