mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-05-06 19:01:04 +03:00
Cleaned up Player class from all unused action anim
Added all mohaas/mohaab fields Added m_sDmPrimary to get the player's primary weapon
This commit is contained in:
parent
ce02d782c4
commit
f739588c73
2 changed files with 101 additions and 114 deletions
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@ -419,14 +419,6 @@ Event EV_Player_AnimLoop_Torso
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"Called when the torso animation has finished.",
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EV_NORMAL
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);
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Event EV_Player_ActionAnimEnd
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(
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"actionanimend",
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EV_DEFAULT,
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NULL,
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NULL,
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"Called when the action animation has finished."
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);
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Event EV_Player_AnimLoop_Legs
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(
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"animloop_legs",
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@ -1652,7 +1644,6 @@ CLASS_DECLARATION( Sentient, Player, "player" )
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{ &EV_Player_RemoveClass, &Player::RemoveClass },
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{ &EV_Player_AnimLoop_Legs, &Player::EndAnim_Legs },
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{ &EV_Player_AnimLoop_Torso, &Player::EndAnim_Torso },
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{ &EV_Player_ActionAnimEnd, &Player::EndActionAnim },
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{ &EV_Player_Jump, &Player::Jump },
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{ &EV_Sentient_JumpXY, &Player::JumpXY },
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{ &EV_Player_ListInventory, &Player::ListInventoryEvent },
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@ -3426,6 +3417,47 @@ qboolean Player::checkinvehicle( Conditional &condition )
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return ( m_pVehicle != NULL );
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}
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qboolean Player::CondIsEscaping(Conditional& condition)
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{
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// FIXME: unimplemented
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return true;
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}
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qboolean Player::CondAbleToDefuse(Conditional& condition)
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{
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// FIXME: unimplemented
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return true;
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}
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qboolean Player::CondCanPlaceLandmine(Conditional& condition)
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{
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// FIXME: unimplemented
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return false;
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}
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qboolean Player::CondOnLandmine(Conditional& condition)
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{
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// FIXME: unimplemented
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return false;
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}
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qboolean Player::CondNearLandmine(Conditional& condition)
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{
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// FIXME: unimplemented
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return false;
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}
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void Player::MeasureLandmineDistances()
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{
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// FIXME: unimplemented
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}
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qboolean Player::CondIsAssistingEscape(Conditional& condition)
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{
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// FIXME: unimplemented
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return qfalse;
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}
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qboolean Player::checkturrettype( Conditional &condition )
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{
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str name = condition.getParm( 1 );
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@ -3638,30 +3670,6 @@ qboolean Player::checkmovementspeed(Conditional& condition)
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return client->ps.speed >= speed;
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}
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qboolean Player::checkabletodefuse(Conditional& condition)
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{
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// FIXME: unimplemented
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return true;
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}
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qboolean Player::checkonlandmine(Conditional& condition)
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{
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// FIXME: unimplemented
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return false;
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}
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qboolean Player::checknearlandmine(Conditional& condition)
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{
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// FIXME: unimplemented
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return false;
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}
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qboolean Player::CondCanPlaceLandmine(Conditional& condition)
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{
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// FIXME: unimplemented
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return false;
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}
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qboolean Player::CondWeaponCurrentFireAnim(Conditional& condition)
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{
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// FIXME: unimplemented
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@ -4032,9 +4040,9 @@ Condition<Player> Player::Conditions[] =
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{ "MAX_CHARGE_TIME_MET", &Player::checkmaxchargetimemet },
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{ "IMMEDIATE_SWITCH", &Player::checkimmediateswitch },
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{ "CHECK_MOVEMENT_SPEED", &Player::checkmovementspeed },
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{ "ABLE_TO_DEFUSE", &Player::checkabletodefuse },
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{ "ON_LANDMINE", &Player::checkonlandmine },
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{ "NEAR_LANDMINE", &Player::checknearlandmine },
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{ "ABLE_TO_DEFUSE", &Player::CondAbleToDefuse },
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{ "ON_LANDMINE", &Player::CondOnLandmine },
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{ "NEAR_LANDMINE", &Player::CondNearLandmine },
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{ "CAN_PLACE_LANDMINE", &Player::CondCanPlaceLandmine },
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{ "WEAPON_CURRENT_FIRE_ANIM", &Player::CondWeaponCurrentFireAnim },
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{ "VEHICLE_TYPE", &Player::CondVehicleType },
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@ -4098,16 +4106,7 @@ Player::Player()
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partBlendMult[ 0 ] = 0;
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partBlendMult[ 1 ] = 0;
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m_fOldActionAnimFadeTime = 0;
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m_bActionAnimPlaying = false;
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m_fLastDeltaTime = level.time;
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m_iBaseActionAnimSlot = 0;
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m_iActionAnimType = 0;
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m_fOldActionAnimWeight = 0;
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m_fOldActionAnimFadeTime = 0;
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m_bMovementAnimPlaying = false;
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m_fOldMovementWeight = 0;
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camera = NULL;
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atobject = NULL;
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@ -10588,15 +10587,6 @@ void Player::EndAnim_Torso
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EvaluateState();
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}
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void Player::EndActionAnim
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(
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Event *ev
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)
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{
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m_bActionAnimDone = qtrue;
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EvaluateState();
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}
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void Player::SetPartAnim
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(
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const char *anim,
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@ -11489,6 +11479,16 @@ void Player::EventGetFireHeld
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ev->AddInteger( buttons & ( BUTTON_ATTACKLEFT | BUTTON_ATTACKRIGHT ) ? qtrue : qfalse );
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}
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void Player::EventForceLandmineMeasure(Event* ev)
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{
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MeasureLandmineDistances();
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}
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str Player::GetCurrentDMWeaponType() const
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{
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return m_sDmPrimary;
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}
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void Player::Score
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(
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Event *ev
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@ -89,6 +89,12 @@ typedef enum
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PVT_AXIS_END
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} voicetype_t;
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typedef enum jailstate_e {
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JAILSTATE_NONE,
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JAILSTATE_ESCAPE,
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JAILSTATE_ASSIST_ESCAPE
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} jailstate_t;
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typedef void ( Player::*movecontrolfunc_t )( void );
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typedef struct vma_s {
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@ -127,28 +133,13 @@ private:
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bool animdone_Legs;
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bool animdone_Torso;
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bool animdone_Pain;
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Container<Conditional *> legs_conditionals;
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Container<Conditional *> torso_conditionals;
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Conditional *m_pLegsPainCond;
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Conditional *m_pTorsoPainCond;
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float m_fLastDeltaTime;
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qboolean m_bActionAnimPlaying;
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int m_iBaseActionAnimSlot;
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str m_sActionAnimName;
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int m_iActionAnimType;
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qboolean m_bActionAnimDone;
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str m_sOldActionAnimName;
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float m_fOldActionAnimWeight;
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float m_fOldActionAnimFadeTime;
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int m_iOldActionAnimType;
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qboolean m_bMovementAnimPlaying;
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int m_iBaseMovementAnimSlot;
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str m_sMovementAnimName;
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str m_sOldMovementAnimName;
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float m_fOldMovementWeight;
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float m_fOldMovementFadeTime;
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str m_sSlotAnimNames[ MAX_ANIM_SLOT ];
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movecontrol_t movecontrol;
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int m_iMovePosFlags;
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@ -169,8 +160,6 @@ private:
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// aiming direction
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Vector v_angle;
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Vector m_vViewPos;
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Vector m_vViewAng;
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int buttons;
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int new_buttons;
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@ -213,7 +202,11 @@ private:
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meansOfDeath_t pain_type;
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int pain_location;
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bool take_pain;
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int nextpaintime;
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int nextpaintime;
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float m_fMineDist;
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float m_fMineCheckTime;
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str m_sDmPrimary;
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bool m_bIsInJail;
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bool knockdown;
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bool canfall;
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@ -252,12 +245,18 @@ private:
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float damage_multiplier;
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voicetype_t m_voiceType;
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//
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// Talking
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//
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voicetype_t m_voiceType;
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float m_fTalkTime;
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int num_deaths;
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int num_kills;
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int num_won_matches;
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int num_lost_matches;
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int num_team_kills;
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int m_iLastNumTeamKills;
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bool m_bTempSpectator;
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bool m_bSpectator;
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@ -270,8 +269,13 @@ private:
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float m_fTeamSelectTime;
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class PlayerStart *m_pLastSpawnpoint;
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//
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// Vote
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///
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bool voted;
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int votecount;
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float m_fLastVoteTime;
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float m_fNextVoteOptionTime;
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float m_fWeapSelectTime;
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float fAttackerDispTime;
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@ -280,6 +284,8 @@ private:
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int m_iInfoClient;
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int m_iInfoClientHealth;
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float m_fInfoClientTime;
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bool m_bDeathSpectator;
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jailstate_t m_jailstate;
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bool m_bShowingHint;
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@ -289,6 +295,9 @@ public:
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str m_sPerferredWeaponOverride;
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float m_fHealRate;
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Vector m_vViewPos;
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Vector m_vViewAng;
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Vector mvTrail[ MAX_TRAILS ];
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Vector mvTrailEyes[ MAX_TRAILS ];
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int mCurTrailOrigin;
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@ -298,8 +307,6 @@ public:
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int m_iNumObjectsDestroyed;
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int m_iNumShotsFired;
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int m_iNumHits;
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float m_fAccuracy;
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float m_fTimeUsed;
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int m_iNumHeadShots;
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int m_iNumTorsoShots;
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int m_iNumLeftLegShots;
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@ -308,14 +315,14 @@ public:
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int m_iNumLeftArmShots;
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int m_iNumRightArmShots;
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qboolean yawing_left;
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qboolean yawing_right;
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qboolean yawing;
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Vector headAngles;
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Vector torsoAngles;
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Vector headAimAngles;
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Vector torsoAimAngles;
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float m_fLastSprintTime;
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bool m_bHasJumped;
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float m_fLastInvulnerableTime;
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int m_iInvulnerableTimeRemaining;
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float m_fInvulnerableTimeElapsed;
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float m_fSpawnTimeLeft;
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bool m_bWaitingForRespawn;
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bool m_bShouldRespawn;
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// new variables
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str m_sVision; // current vision
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@ -425,7 +432,14 @@ public:
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qboolean checkfacingupslope( Conditional &condition );
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qboolean checkfacingdownslope( Conditional &condition );
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qboolean checkinturret( Conditional &condition );
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qboolean checkinvehicle( Conditional &condition );
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qboolean checkinvehicle(Conditional& condition);
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qboolean CondIsEscaping(Conditional& condition);
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qboolean CondAbleToDefuse(Conditional& condition);
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qboolean CondCanPlaceLandmine(Conditional& condition);
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qboolean CondOnLandmine(Conditional& condition);
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qboolean CondNearLandmine(Conditional& condition);
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void MeasureLandmineDistances();
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qboolean CondIsAssistingEscape(Conditional& condition);
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qboolean checkturrettype( Conditional &condition );
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qboolean checkduckedviewinwater( Conditional &condition );
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qboolean checkviewinwater( Conditional &condition );
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@ -443,10 +457,6 @@ public:
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qboolean checkmaxchargetimemet( Conditional &condition );
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qboolean checkimmediateswitch( Conditional &condition );
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qboolean checkmovementspeed( Conditional &condition );
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qboolean checkabletodefuse( Conditional &condition );
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qboolean checkonlandmine( Conditional &condition );
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qboolean checknearlandmine( Conditional &condition );
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qboolean CondCanPlaceLandmine( Conditional &condition );
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qboolean CondWeaponCurrentFireAnim( Conditional &condition );
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qboolean CondVehicleType( Conditional &condition );
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qboolean CondAnimDoneVM( Conditional &condition );
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@ -550,7 +560,6 @@ public:
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void EndAnim_Legs( Event *ev );
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void EndAnim_Torso( Event *ev );
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void EndActionAnim( Event *ev );
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void SetPartAnim( const char *anim, bodypart_t slot = legs );
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void StopPartAnimating( bodypart_t part );
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void PausePartAnim( bodypart_t part );
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@ -657,8 +666,6 @@ public:
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void SetSelectedFov( float newFov );
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void AdjustAnglesForAttack( void );
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Entity *FindEnemyInFOV( float fov, float maxdist );
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Entity *FindEnemyInFOVFromTagWithOffset( float fov, float maxdist, str tagname, Vector offset );
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void DumpState( Event *ev );
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void ForceLegsState( Event *ev );
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void ForceTorsoState( Event *ev );
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@ -715,6 +722,8 @@ public:
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void EventGetUseHeld( Event *ev );
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void EventGetFireHeld( Event *ev );
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void EventForceLandmineMeasure(Event* ev);
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str GetCurrentDMWeaponType() const;
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void Score( Event *ev );
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void WonMatch( void );
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@ -890,26 +899,6 @@ inline void Player::Archive
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arc.ArchiveBool( &animdone_Legs );
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arc.ArchiveBool( &animdone_Torso );
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arc.ArchiveBoolean( &m_bActionAnimPlaying );
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arc.ArchiveInteger( &m_iBaseActionAnimSlot );
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arc.ArchiveString( &m_sActionAnimName );
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arc.ArchiveInteger( &m_iActionAnimType );
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arc.ArchiveBoolean( &m_bActionAnimDone );
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arc.ArchiveString( &m_sOldActionAnimName );
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arc.ArchiveFloat( &m_fOldActionAnimWeight );
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arc.ArchiveFloat( &m_fOldActionAnimFadeTime );
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arc.ArchiveInteger( &m_iOldActionAnimType );
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arc.ArchiveBoolean( &m_iBaseActionAnimSlot );
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arc.ArchiveInteger( &m_iBaseMovementAnimSlot );
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arc.ArchiveString( &m_sMovementAnimName );
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arc.ArchiveString( &m_sOldMovementAnimName );
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arc.ArchiveFloat( &m_fOldMovementWeight );
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arc.ArchiveFloat( &m_fOldMovementFadeTime );
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for( int i = 0; i < MAX_ANIM_SLOT; i++ )
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{
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arc.ArchiveString( &m_sSlotAnimNames[ i ] );
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}
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arc.ArchiveInteger( &m_iMovePosFlags );
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ArchiveEnum( movecontrol, movecontrol_t );
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@ -1033,8 +1022,6 @@ inline void Player::Archive
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arc.ArchiveInteger( &m_iNumObjectsDestroyed );
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arc.ArchiveInteger( &m_iNumShotsFired );
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arc.ArchiveInteger( &m_iNumHits );
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arc.ArchiveFloat( &m_fAccuracy );
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arc.ArchiveFloat( &m_fTimeUsed );
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arc.ArchiveInteger( &m_iNumHeadShots );
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arc.ArchiveInteger( &m_iNumTorsoShots );
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arc.ArchiveInteger( &m_iNumLeftLegShots );
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