#pragma once #include "utils.qh" #include void ClientState_attach(entity this); IntrusiveList g_players; STATIC_INIT(g_players) { g_players = IL_NEW(); } CLASS(Client, Object) /** Client name */ ATTRIB(Client, netname, string, this.netname); ATTRIB(Client, colormap, int, this.colormap); ATTRIB(Client, team, int, this.team); ATTRIB(Client, clientcolors, int, this.clientcolors); /** Client IP */ ATTRIB(Client, netaddress, string, this.netaddress); ATTRIB(Client, playermodel, string, this.playermodel); ATTRIB(Client, playerskin, int, this.playerskin); /** fingerprint of CA key the player used to authenticate */ ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp); /** fingerprint of CA key the server used to authenticate to the player */ ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp); /** fingerprint of ID used by the player entity, or string_null if not identified */ ATTRIB(Client, crypto_idfp, string, this.crypto_idfp); /** set if the player's ID has been signed */ ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed); /** the string "AES128" if encrypting, and string_null if plaintext */ ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod); /** the string "HMAC-SHA256" if signing, and string_null if plaintext */ ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod); // engine client fields ATTRIB(Client, impulse, int, this.impulse); ATTRIB(Client, button0, int, this.button0); ATTRIB(Client, button2, int, this.button2); ATTRIB(Client, button3, int, this.button3); ATTRIB(Client, button4, int, this.button4); ATTRIB(Client, button5, int, this.button5); ATTRIB(Client, button6, int, this.button6); ATTRIB(Client, button7, int, this.button7); ATTRIB(Client, button8, int, this.button8); ATTRIB(Client, button9, int, this.button9); ATTRIB(Client, button10, int, this.button10); ATTRIB(Client, button11, int, this.button11); ATTRIB(Client, button12, int, this.button12); ATTRIB(Client, button13, int, this.button13); ATTRIB(Client, button14, int, this.button14); ATTRIB(Client, button15, int, this.button15); ATTRIB(Client, button16, int, this.button16); ATTRIB(Client, buttonuse, int, this.buttonuse); ATTRIB(Client, buttonchat, int, this.buttonchat); ATTRIB(Client, cursor_active, int, this.cursor_active); ATTRIB(Client, cursor_screen, vector, this.cursor_screen); ATTRIB(Client, cursor_trace_start, vector, this.cursor_trace_start); ATTRIB(Client, cursor_trace_endpos, vector, this.cursor_trace_endpos); ATTRIB(Client, cursor_trace_ent, entity, this.cursor_trace_ent); ATTRIB(Client, ping, float, this.ping); ATTRIB(Client, ping_packetloss, float, this.ping_packetloss); ATTRIB(Client, ping_movementloss, float, this.ping_movementloss); ATTRIB(Client, v_angle, vector, this.v_angle); ATTRIB(Client, movement, vector, this.movement); // custom ATTRIB(Client, playerid, int, this.playerid); ATTRIB(Client, parm_idlesince, int, this.parm_idlesince); ATTRIB(Client, muted, bool, this.muted); ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft); ATTRIB(Client, pm_frametime, float, this.pm_frametime); ATTRIB(Client, pressedkeys, int, this.pressedkeys); ATTRIB(Client, movement_old, vector, this.movement_old); ATTRIB(Client, buttons_old, int, this.buttons_old); ATTRIB(Client, teamkill_complain, float, this.teamkill_complain); ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime); ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource); ATTRIB(Client, usekeypressed, bool, this.usekeypressed); ATTRIB(Client, motd_actived_time, float, this.motd_actived_time); ATTRIB(Client, jointime, float, this.jointime); ATTRIB(Client, spectatortime, float, this.spectatortime); ATTRIB(Client, startplaytime, float, this.startplaytime); ATTRIB(Client, version_nagtime, float, this.version_nagtime); ATTRIB(Client, netname_previous, string, this.netname_previous); ATTRIB(Client, allowed_timeouts, int, this.allowed_timeouts); ATTRIB(Client, active_minigame, entity, this.active_minigame); ATTRIB(Client, taunt_soundtime, float, this.taunt_soundtime); ATTRIB(Client, killcount, int, this.killcount); ATTRIB(Client, version_mismatch, bool, this.version_mismatch); ATTRIB(Client, version, int, this.version); ATTRIB(Client, spectatee_status, int, this.spectatee_status); ATTRIB(Client, zoomstate, bool, this.zoomstate); ATTRIB(Client, just_joined, bool, this.just_joined); ATTRIB(Client, race_completed, bool, this.race_completed); ATTRIBARRAY(Client, msg_choice_choices, int, 50); // TODO: actually NOTIF_CHOICE_MAX ATTRIB(Client, latency_sum, float, this.latency_sum); ATTRIB(Client, latency_cnt, int, this.latency_cnt); ATTRIB(Client, latency_time, float, this.latency_time); ATTRIB(Client, v_angle_old, vector, this.v_angle_old); ATTRIB(Client, model_randomizer, float, this.model_randomizer); ATTRIB(Client, accuracy, entity, this.accuracy); ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam); ATTRIB(Client, scorekeeper, entity, this.scorekeeper); ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos); ATTRIB(Client, hitplotfh, int, this.hitplotfh); ATTRIB(Client, clientdata, entity, this.clientdata); ATTRIB(Client, cmd_floodcount, int, this.cmd_floodcount); ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime); ATTRIB(Client, wasplayer, bool, this.wasplayer); ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse); ATTRIB(Client, autojoin_checked, bool, this.wasplayer); // networked cvars ATTRIB(Client, cvar_cl_allow_uid2name, int, this.cvar_cl_allow_uid2name); ATTRIB(Client, cvar_cl_allow_uidtracking, int, this.cvar_cl_allow_uidtracking); ATTRIB(Client, cvar_cl_autotaunt, float, this.cvar_cl_autotaunt); ATTRIB(Client, cvar_cl_voice_directional, int, this.cvar_cl_voice_directional); ATTRIB(Client, cvar_cl_voice_directional_taunt_attenuation, float, this.cvar_cl_voice_directional_taunt_attenuation); ATTRIB(Client, cvar_cl_physics, string, this.cvar_cl_physics); ATTRIB(Client, cvar_cl_buffs_autoreplace, bool, this.cvar_cl_buffs_autoreplace); ATTRIB(Client, cvar_cl_nade_type, int, this.cvar_cl_nade_type); ATTRIB(Client, cvar_cl_pokenade_type, string, this.cvar_cl_pokenade_type); ATTRIB(Client, cvar_cl_spawn_near_teammate, bool, this.cvar_cl_spawn_near_teammate); ATTRIB(Client, cvar_cl_gunalign, int, this.cvar_cl_gunalign); ATTRIB(Client, cvar_cl_handicap, float, this.cvar_cl_handicap); ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating); ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot); ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump); ATTRIB(Client, cvar_cl_newusekeysupported, bool, this.cvar_cl_newusekeysupported); ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag); ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump); ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode); ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion); ATTRIB(Client, autoswitch, bool, this.autoswitch); ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout); ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump); ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share); ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive); ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10); ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority); METHOD(Client, m_unwind, bool(Client this)); STATIC_METHOD(Client, Add, void(Client this, int _team)); STATIC_METHOD(Client, Remove, void(Client this)); INIT(Client) { if (this.m_unwind(this)) return this; make_impure(this); this.classname = "player_joining"; static int playerid_last; this.playerid = ++playerid_last; ClientState_attach(this); } DESTRUCTOR(Client) { Client_Remove(this); } CONSTRUCTOR(Client, string name) { CONSTRUCT(Client); this.netname = name; this.netaddress = "local"; this.playermodel = cvar_defstring("sv_defaultplayermodel"); } ENDCLASS(Client) CLASS(Observer, Client) INIT(Observer) { this.classname = STR_OBSERVER; } DESTRUCTOR(Observer) { } ENDCLASS(Observer) CLASS(Spectator, Client) INIT(Spectator) { this.classname = STR_SPECTATOR; } DESTRUCTOR(Spectator) { } ENDCLASS(Spectator) CLASS(Player, Client) // custom ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet! ATTRIB(Player, itemkeys, int, this.itemkeys); ATTRIB(Player, ballistics_density, float, this.ballistics_density); ATTRIB(Player, prevstrengthsound, float, this.prevstrengthsound); ATTRIB(Player, prevstrengthsoundattempt, float, this.prevstrengthsoundattempt); ATTRIB(Player, buff_shield, float, this.buff_shield); INIT(Player) { this.classname = STR_PLAYER; IL_PUSH(g_players, this); } DESTRUCTOR(Player) { IL_REMOVE(g_players, this); } ENDCLASS(Player) METHOD(Client, m_unwind, bool(Client this)) { TC(Client, this); #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END switch (this.classname) { case "Observer": UNWIND(Spectator); UNWIND(Player); return true; case "Spectator": UNWIND(Observer); UNWIND(Player); return true; case "Player": UNWIND(Observer); UNWIND(Spectator); return true; } #undef UNWIND return false; } /// \brief Print the string to the client's chat. /// \param[in] client Client to print to. /// \param[in] text Text to print. void PrintToChat(entity client, string text); /// \brief Print the string to the client's chat if the server cvar "developer" /// is not 0. /// \param[in] client Client to print to. /// \param[in] text Text to print. void DebugPrintToChat(entity client, string text); /// \brief Prints the string to all clients' chat. /// \param[in] text Text to print. void PrintToChatAll(string text); /// \brief Prints the string to all clients' chat if the server cvar "developer" /// is not 0. /// \param[in] text Text to print. void DebugPrintToChatAll(string text); /// \brief Print the string to chat of all clients of the specified team. /// \param[in] team_num Team to print to. See NUM_TEAM constants. /// \param[in] text Text to print. void PrintToChatTeam(int team_num, string text); /// \brief Print the string to chat of all clients of the specified team if the /// server cvar "developer" is not 0. /// \param[in] team_num Team to print to. See NUM_TEAM constants. /// \param[in] text Text to print. void DebugPrintToChatTeam(int team_num, string text); void play_countdown(entity this, float finished, Sound samp); float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit); bool Spectate(entity this, entity pl); void ClientInit_Spawn(); void PutObserverInServer(entity this); void SetSpectatee(entity this, entity spectatee); void SetSpectatee_status(entity this, int spectatee_num); void FixPlayermodel(entity player); void ClientInit_misc(entity this); void ClientKill_TeamChange(entity this, float targetteam); // 0 = don't change, -1 = auto, -2 = spec bool joinAllowed(entity this); void Join(entity this); #define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee) #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }