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PlayerData.h
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// @Begin License@
// This file is part of Coldest.
//
// Coldest is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Coldest is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Coldest. If not, see <http://www.gnu.org/licenses/>.
//
// Copyright 2008-2012 Ben Nemec
// @End License@
#ifndef __PLAYERDATA
#define __PLAYERDATA
#include "Vector3.h"
#include <list>
#include <set>
#include <SDL/SDL_net.h>
#include "Mesh.h"
#include "Hit.h"
#include "types.h"
#include "Weapon.h"
#include "Item.h"
#include "ALSource.h"
#include "Particle.h"
class PlayerData
{
public:
PlayerData(Meshlist&);
void Disconnect();
void Kill();
void ClearMeshes(bool erase = true);
void Reset();
Weapon& CurrentWeapon();
Vector3 pos;
Vector3 clientpos; // So server can keep track of both
float pitch, rotation, roll, facing;
float speed;
float turnspeed;
bool moveforward, moveleft, moveright, moveback;
bool leftclick, rightclick;
bool run;
bool spawned;
bool needsync;
vector<Meshlist::iterator> mesh;
Particle* indicator;
set<unsigned long> partids;
set<unsigned long> acked;
set<unsigned long> commandids;
set<unsigned long> fireids;
list<unsigned long> firerequests;
vector<Weapon> weapons;
Item item;
Uint32 lastupdate;
Uint32 lastmovetick;
vector<Uint32> lastfiretick;
Uint32 lastcoolingtick;
int spawntimer;
float size;
float fallvelocity;
short id;
IPaddress addr;
string hostname;
bool connected;
unsigned long recpacketnum;
short unit;
short currweapon;
short pingtick;
short ping;
intvec hp;
vector<bool> destroyed;
short kills, deaths;
short team;
float temperature;
string name;
int salvage;
int powerdowntime;
float healaccum;
// weight can be set to negative to cause a player to fall up, such as when ejecting
float weight;
bool spectate;
bool admin;
private:
Meshlist* meshes;
};
#endif