DDraceNetwork Documentation
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CPlayer Class Reference

#include <player.h>

Collaboration diagram for CPlayer:
[legend]

Classes

class  CCameraInfo

Public Types

enum  { PAUSE_NONE = 0 , PAUSE_PAUSED , PAUSE_SPEC }
enum  {
  TIMERTYPE_DEFAULT = -1 , TIMERTYPE_GAMETIMER , TIMERTYPE_BROADCAST , TIMERTYPE_GAMETIMER_AND_BROADCAST ,
  TIMERTYPE_SIXUP , TIMERTYPE_NONE
}

Public Member Functions

 CPlayer (CGameContext *pGameServer, uint32_t UniqueClientId, int ClientId, int Team)
 ~CPlayer ()
void Reset ()
void TryRespawn ()
void Respawn (bool WeakHook=false)
CCharacterForceSpawn (vec2 Pos)
void SetTeam (int Team, bool DoChatMsg=true)
int GetTeam () const
int GetCid () const
uint32_t GetUniqueCid () const
int GetClientVersion () const
bool SetTimerType (int TimerType)
void Tick ()
void PostTick ()
void PostPostTick ()
void Snap (int SnappingClient)
void FakeSnap ()
void OnDirectInput (const CNetObj_PlayerInput *pNewInput)
void OnPredictedInput (const CNetObj_PlayerInput *pNewInput)
void OnPredictedEarlyInput (const CNetObj_PlayerInput *pNewInput)
void OnDisconnect ()
void KillCharacter (int Weapon=WEAPON_GAME, bool SendKillMsg=true)
CCharacterGetCharacter ()
const CCharacterGetCharacter () const
void SpectatePlayerName (const char *pName)
int SpectatorId () const
void SetSpectatorId (int Id)
void ProcessPause ()
int Pause (int State, bool Force)
int ForcePause (int Time)
int IsPaused () const
bool CanSpec () const
bool IsPlaying () const
void UpdatePlaytime ()
void AfkTimer ()
void SetAfk (bool Afk)
void SetInitialAfk (bool Afk)
bool IsAfk () const
int GetDefaultEmote () const
void OverrideDefaultEmote (int Emote, int Tick)
bool CanOverrideDefaultEmote () const
void ProcessScoreResult (CScorePlayerResult &Result)

Public Attributes

vec2 m_ViewPos
int m_TuneZone
int m_TuneZoneOld
int m_PlayerFlags
int m_aCurLatency [MAX_CLIENTS]
int m_SentSnaps = 0
bool m_IsReady
int m_Vote
int m_VotePos
int m_LastVoteCall
int m_LastVoteTry
int m_LastChat
int m_LastSetTeam
int m_LastSetSpectatorMode
int m_LastChangeInfo
int m_LastEmote
int m_LastEmoteGlobal
int m_LastKill
int m_aLastCommands [4]
int m_LastCommandPos
int m_LastWhisperTo
int m_LastInvited
int m_SendVoteIndex
CTeeInfo m_TeeInfos
int m_DieTick
int m_PreviousDieTick
int m_JoinTick
int m_LastActionTick
int m_TeamChangeTick
struct { 
   int   m_Accum 
   int   m_AccumMin 
   int   m_AccumMax 
   int   m_Avg 
   int   m_Min 
   int   m_Max 
m_Latency
bool m_DND
bool m_Whispers
int64_t m_FirstVoteTick
char m_aTimeoutCode [64]
int64_t m_LastKickVote
int64_t m_LastDDRaceTeamChange
int m_ShowOthers
bool m_ShowAll
bool m_EnableSpectatorCount
vec2 m_ShowDistance
bool m_SpecTeam
bool m_NinjaJetpack
class CPlayer::CCameraInfo m_CameraInfo
int m_ChatScore
bool m_Moderating
int64_t m_LastPlaytime
int64_t m_LastEyeEmote
int64_t m_LastBroadcast
bool m_LastBroadcastImportance
CNetObj_PlayerInputm_pLastTarget
bool m_LastTargetInit
bool m_EyeEmoteEnabled
int m_TimerType
bool m_FirstPacket
int64_t m_LastSqlQuery
std::shared_ptr< CScorePlayerResultm_ScoreQueryResult
std::shared_ptr< CScorePlayerResultm_ScoreFinishResult
bool m_NotEligibleForFinish
int64_t m_EligibleForFinishCheck
bool m_VotedForPractice
int m_SwapTargetsClientId
bool m_BirthdayAnnounced
int m_RescueMode
CSaveTee m_LastTeleTee
std::optional< CSaveTeem_LastDeath

Private Member Functions

CGameContextGameServer () const
IServerServer () const

Private Attributes

const uint32_t m_UniqueClientId
CCharacterm_pCharacter
int m_NumInputs
CGameContextm_pGameServer
bool m_Spawning
bool m_WeakHookSpawn
int m_ClientId
int m_Team
int m_SpectatorId
int m_Paused
int64_t m_ForcePauseTime
int64_t m_LastPause
bool m_Afk
int m_DefEmote
int m_OverrideEmote
int m_OverrideEmoteReset
bool m_Halloween

Member Enumeration Documentation

◆ anonymous enum

anonymous enum
Enumerator
TIMERTYPE_DEFAULT 
TIMERTYPE_GAMETIMER 
TIMERTYPE_BROADCAST 
TIMERTYPE_GAMETIMER_AND_BROADCAST 
TIMERTYPE_SIXUP 
TIMERTYPE_NONE 

◆ anonymous enum

anonymous enum
Enumerator
PAUSE_NONE 
PAUSE_PAUSED 
PAUSE_SPEC 

Constructor & Destructor Documentation

◆ CPlayer()

CPlayer::CPlayer ( CGameContext * pGameServer,
uint32_t UniqueClientId,
int ClientId,
int Team )

◆ ~CPlayer()

CPlayer::~CPlayer ( )

Member Function Documentation

◆ AfkTimer()

void CPlayer::AfkTimer ( )

◆ CanOverrideDefaultEmote()

bool CPlayer::CanOverrideDefaultEmote ( ) const

◆ CanSpec()

bool CPlayer::CanSpec ( ) const

◆ FakeSnap()

void CPlayer::FakeSnap ( )

◆ ForcePause()

int CPlayer::ForcePause ( int Time)

◆ ForceSpawn()

CCharacter * CPlayer::ForceSpawn ( vec2 Pos)

◆ GameServer()

CGameContext * CPlayer::GameServer ( ) const
inlineprivate

◆ GetCharacter() [1/2]

CCharacter * CPlayer::GetCharacter ( )

◆ GetCharacter() [2/2]

const CCharacter * CPlayer::GetCharacter ( ) const

◆ GetCid()

int CPlayer::GetCid ( ) const
inline

◆ GetClientVersion()

int CPlayer::GetClientVersion ( ) const

◆ GetDefaultEmote()

int CPlayer::GetDefaultEmote ( ) const

◆ GetTeam()

int CPlayer::GetTeam ( ) const
inline

◆ GetUniqueCid()

uint32_t CPlayer::GetUniqueCid ( ) const
inline

◆ IsAfk()

bool CPlayer::IsAfk ( ) const
inline

◆ IsPaused()

int CPlayer::IsPaused ( ) const

◆ IsPlaying()

bool CPlayer::IsPlaying ( ) const

◆ KillCharacter()

void CPlayer::KillCharacter ( int Weapon = WEAPON_GAME,
bool SendKillMsg = true )

◆ OnDirectInput()

void CPlayer::OnDirectInput ( const CNetObj_PlayerInput * pNewInput)

◆ OnDisconnect()

void CPlayer::OnDisconnect ( )

◆ OnPredictedEarlyInput()

void CPlayer::OnPredictedEarlyInput ( const CNetObj_PlayerInput * pNewInput)

◆ OnPredictedInput()

void CPlayer::OnPredictedInput ( const CNetObj_PlayerInput * pNewInput)

◆ OverrideDefaultEmote()

void CPlayer::OverrideDefaultEmote ( int Emote,
int Tick )

◆ Pause()

int CPlayer::Pause ( int State,
bool Force )

◆ PostPostTick()

void CPlayer::PostPostTick ( )

◆ PostTick()

void CPlayer::PostTick ( )

◆ ProcessPause()

void CPlayer::ProcessPause ( )

◆ ProcessScoreResult()

void CPlayer::ProcessScoreResult ( CScorePlayerResult & Result)

◆ Reset()

void CPlayer::Reset ( )

◆ Respawn()

void CPlayer::Respawn ( bool WeakHook = false)

◆ Server()

IServer * CPlayer::Server ( ) const
private

◆ SetAfk()

void CPlayer::SetAfk ( bool Afk)

◆ SetInitialAfk()

void CPlayer::SetInitialAfk ( bool Afk)

◆ SetSpectatorId()

void CPlayer::SetSpectatorId ( int Id)

◆ SetTeam()

void CPlayer::SetTeam ( int Team,
bool DoChatMsg = true )

◆ SetTimerType()

bool CPlayer::SetTimerType ( int TimerType)

◆ Snap()

void CPlayer::Snap ( int SnappingClient)

◆ SpectatePlayerName()

void CPlayer::SpectatePlayerName ( const char * pName)

◆ SpectatorId()

int CPlayer::SpectatorId ( ) const
inline

◆ Tick()

void CPlayer::Tick ( )

◆ TryRespawn()

void CPlayer::TryRespawn ( )

◆ UpdatePlaytime()

void CPlayer::UpdatePlaytime ( )

Member Data Documentation

◆ m_Accum

int CPlayer::m_Accum

◆ m_AccumMax

int CPlayer::m_AccumMax

◆ m_AccumMin

int CPlayer::m_AccumMin

◆ m_aCurLatency

int CPlayer::m_aCurLatency[MAX_CLIENTS]

◆ m_Afk

bool CPlayer::m_Afk
private

◆ m_aLastCommands

int CPlayer::m_aLastCommands[4]

◆ m_aTimeoutCode

char CPlayer::m_aTimeoutCode[64]

◆ m_Avg

int CPlayer::m_Avg

◆ m_BirthdayAnnounced

bool CPlayer::m_BirthdayAnnounced

◆ m_CameraInfo

class CPlayer::CCameraInfo CPlayer::m_CameraInfo

◆ m_ChatScore

int CPlayer::m_ChatScore

◆ m_ClientId

int CPlayer::m_ClientId
private

◆ m_DefEmote

int CPlayer::m_DefEmote
private

◆ m_DieTick

int CPlayer::m_DieTick

◆ m_DND

bool CPlayer::m_DND

◆ m_EligibleForFinishCheck

int64_t CPlayer::m_EligibleForFinishCheck

◆ m_EnableSpectatorCount

bool CPlayer::m_EnableSpectatorCount

◆ m_EyeEmoteEnabled

bool CPlayer::m_EyeEmoteEnabled

◆ m_FirstPacket

bool CPlayer::m_FirstPacket

◆ m_FirstVoteTick

int64_t CPlayer::m_FirstVoteTick

◆ m_ForcePauseTime

int64_t CPlayer::m_ForcePauseTime
private

◆ m_Halloween

bool CPlayer::m_Halloween
private

◆ m_IsReady

bool CPlayer::m_IsReady

◆ m_JoinTick

int CPlayer::m_JoinTick

◆ m_LastActionTick

int CPlayer::m_LastActionTick

◆ m_LastBroadcast

int64_t CPlayer::m_LastBroadcast

◆ m_LastBroadcastImportance

bool CPlayer::m_LastBroadcastImportance

◆ m_LastChangeInfo

int CPlayer::m_LastChangeInfo

◆ m_LastChat

int CPlayer::m_LastChat

◆ m_LastCommandPos

int CPlayer::m_LastCommandPos

◆ m_LastDDRaceTeamChange

int64_t CPlayer::m_LastDDRaceTeamChange

◆ m_LastDeath

std::optional<CSaveTee> CPlayer::m_LastDeath

◆ m_LastEmote

int CPlayer::m_LastEmote

◆ m_LastEmoteGlobal

int CPlayer::m_LastEmoteGlobal

◆ m_LastEyeEmote

int64_t CPlayer::m_LastEyeEmote

◆ m_LastInvited

int CPlayer::m_LastInvited

◆ m_LastKickVote

int64_t CPlayer::m_LastKickVote

◆ m_LastKill

int CPlayer::m_LastKill

◆ m_LastPause

int64_t CPlayer::m_LastPause
private

◆ m_LastPlaytime

int64_t CPlayer::m_LastPlaytime

◆ m_LastSetSpectatorMode

int CPlayer::m_LastSetSpectatorMode

◆ m_LastSetTeam

int CPlayer::m_LastSetTeam

◆ m_LastSqlQuery

int64_t CPlayer::m_LastSqlQuery

◆ m_LastTargetInit

bool CPlayer::m_LastTargetInit

◆ m_LastTeleTee

CSaveTee CPlayer::m_LastTeleTee

◆ m_LastVoteCall

int CPlayer::m_LastVoteCall

◆ m_LastVoteTry

int CPlayer::m_LastVoteTry

◆ m_LastWhisperTo

int CPlayer::m_LastWhisperTo

◆ [struct]

struct { ... } CPlayer::m_Latency

◆ m_Max

int CPlayer::m_Max

◆ m_Min

int CPlayer::m_Min

◆ m_Moderating

bool CPlayer::m_Moderating

◆ m_NinjaJetpack

bool CPlayer::m_NinjaJetpack

◆ m_NotEligibleForFinish

bool CPlayer::m_NotEligibleForFinish

◆ m_NumInputs

int CPlayer::m_NumInputs
private

◆ m_OverrideEmote

int CPlayer::m_OverrideEmote
private

◆ m_OverrideEmoteReset

int CPlayer::m_OverrideEmoteReset
private

◆ m_Paused

int CPlayer::m_Paused
private

◆ m_pCharacter

CCharacter* CPlayer::m_pCharacter
private

◆ m_pGameServer

CGameContext* CPlayer::m_pGameServer
private

◆ m_pLastTarget

CNetObj_PlayerInput* CPlayer::m_pLastTarget

◆ m_PlayerFlags

int CPlayer::m_PlayerFlags

◆ m_PreviousDieTick

int CPlayer::m_PreviousDieTick

◆ m_RescueMode

int CPlayer::m_RescueMode

◆ m_ScoreFinishResult

std::shared_ptr<CScorePlayerResult> CPlayer::m_ScoreFinishResult

◆ m_ScoreQueryResult

std::shared_ptr<CScorePlayerResult> CPlayer::m_ScoreQueryResult

◆ m_SendVoteIndex

int CPlayer::m_SendVoteIndex

◆ m_SentSnaps

int CPlayer::m_SentSnaps = 0

◆ m_ShowAll

bool CPlayer::m_ShowAll

◆ m_ShowDistance

vec2 CPlayer::m_ShowDistance

◆ m_ShowOthers

int CPlayer::m_ShowOthers

◆ m_Spawning

bool CPlayer::m_Spawning
private

◆ m_SpectatorId

int CPlayer::m_SpectatorId
private

◆ m_SpecTeam

bool CPlayer::m_SpecTeam

◆ m_SwapTargetsClientId

int CPlayer::m_SwapTargetsClientId

◆ m_Team

int CPlayer::m_Team
private

◆ m_TeamChangeTick

int CPlayer::m_TeamChangeTick

◆ m_TeeInfos

CTeeInfo CPlayer::m_TeeInfos

◆ m_TimerType

int CPlayer::m_TimerType

◆ m_TuneZone

int CPlayer::m_TuneZone

◆ m_TuneZoneOld

int CPlayer::m_TuneZoneOld

◆ m_UniqueClientId

const uint32_t CPlayer::m_UniqueClientId
private

◆ m_ViewPos

vec2 CPlayer::m_ViewPos

◆ m_Vote

int CPlayer::m_Vote

◆ m_VotedForPractice

bool CPlayer::m_VotedForPractice

◆ m_VotePos

int CPlayer::m_VotePos

◆ m_WeakHookSpawn

bool CPlayer::m_WeakHookSpawn
private

◆ m_Whispers

bool CPlayer::m_Whispers

The documentation for this class was generated from the following files: