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interactions.h
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1#ifndef GAME_SERVER_INTERACTIONS_H
2#define GAME_SERVER_INTERACTIONS_H
3
5
6class CGameContext;
7class CPlayer;
8class CCharacter;
9
11{
12 const CPlayer *GetPlayer(const CGameContext *pGameServer, int ClientId) const;
13 const CCharacter *Character(const CGameContext *pGameServer, int ClientId) const;
14 bool IsSolo(const CGameContext *pGameServer, int ClientId) const;
15 int GetDDRaceTeam(const CGameContext *pGameServer, int ClientId) const;
16
17 int m_OwnerId = 0;
18 uint32_t m_UniqueOwnerId = 0;
19 bool m_OwnerAlive = false;
20 int m_DDRaceTeam = 0;
21 bool m_Solo = false;
22 bool m_NoHitOthers = false;
23 bool m_NoHitSelf = false;
24
25public:
26 void Init(int OwnerId, uint32_t UniqueOwnerId);
28 bool OwnerAlive,
29 int DDRaceTeam,
30 bool Solo,
31 bool NoHitOthers,
32 bool NoHitSelf);
34 bool CanSee(const CGameContext *pGameServer, int ClientId) const;
35 bool CanHit(const CGameContext *pGameServer, int ClientId) const;
36 CClientMask CanSeeMask(const CGameContext *pGameServer) const;
37 CClientMask CanHitMask(const CGameContext *pGameServer) const;
38};
39
40#endif
Definition character.h:24
Definition gamecontext.h:113
Definition interactions.h:11
int m_DDRaceTeam
Definition interactions.h:20
CClientMask CanHitMask(const CGameContext *pGameServer) const
Definition interactions.cpp:156
void FillOwnerConnected(bool OwnerAlive, int DDRaceTeam, bool Solo, bool NoHitOthers, bool NoHitSelf)
Definition interactions.cpp:37
int m_OwnerId
Definition interactions.h:17
void Init(int OwnerId, uint32_t UniqueOwnerId)
Definition interactions.cpp:31
bool m_OwnerAlive
Definition interactions.h:19
bool m_NoHitSelf
Definition interactions.h:23
void FillOwnerDisconnected()
Definition interactions.cpp:51
int GetDDRaceTeam(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:26
CClientMask CanSeeMask(const CGameContext *pGameServer) const
Definition interactions.cpp:138
bool m_Solo
Definition interactions.h:21
uint32_t m_UniqueOwnerId
Definition interactions.h:18
const CCharacter * Character(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:15
bool m_NoHitOthers
Definition interactions.h:22
const CPlayer * GetPlayer(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:9
bool CanHit(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:120
bool CanSee(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:58
bool IsSolo(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:20
Definition player.h:26
std::bitset< MAX_CLIENTS > CClientMask
Definition protocol.h:166