ddnet/src/game/server/entities/character.cpp

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#include <new>
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#include <engine/shared/config.h>
#include <game/server/gamecontext.h>
#include <game/mapitems.h>
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#include "character.h"
#include "laser.h"
#include "projectile.h"
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//input count
struct CInputCount
{
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int m_Presses;
int m_Releases;
};
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CInputCount CountInput(int Prev, int Cur)
{
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CInputCount c = {0, 0};
Prev &= INPUT_STATE_MASK;
Cur &= INPUT_STATE_MASK;
int i = Prev;
while(i != Cur)
{
i = (i+1)&INPUT_STATE_MASK;
if(i&1)
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c.m_Presses++;
else
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c.m_Releases++;
}
return c;
}
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MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
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// Character, "physical" player's part
CCharacter::CCharacter(CGameWorld *pWorld)
: CEntity(pWorld, NETOBJTYPE_CHARACTER)
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{
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m_ProximityRadius = ms_PhysSize;
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m_Health = 0;
m_Armor = 0;
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}
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void CCharacter::Reset()
{
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Destroy();
}
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bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
{
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m_PlayerState = PLAYERSTATE_UNKNOWN;
m_EmoteStop = -1;
m_LastAction = -1;
m_ActiveWeapon = WEAPON_GUN;
m_LastWeapon = WEAPON_HAMMER;
m_QueuedWeapon = -1;
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m_pPlayer = pPlayer;
m_Pos = Pos;
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m_Core.Reset();
m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision());
m_Core.m_Pos = m_Pos;
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
m_ReckoningTick = 0;
mem_zero(&m_SendCore, sizeof(m_SendCore));
mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore));
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GameServer()->m_World.InsertEntity(this);
m_Alive = true;
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GameServer()->m_pController->OnCharacterSpawn(this);
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return true;
}
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void CCharacter::Destroy()
{
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
m_Alive = false;
}
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void CCharacter::SetWeapon(int W)
{
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if(W == m_ActiveWeapon)
return;
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m_LastWeapon = m_ActiveWeapon;
m_QueuedWeapon = -1;
m_ActiveWeapon = W;
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SWITCH);
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if(m_ActiveWeapon < 0 || m_ActiveWeapon >= NUM_WEAPONS)
m_ActiveWeapon = 0;
}
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bool CCharacter::IsGrounded()
{
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if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
return true;
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if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
return true;
return false;
}
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void CCharacter::HandleNinja()
{
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if(m_ActiveWeapon != WEAPON_NINJA)
return;
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vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
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if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
{
// time's up, return
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m_aWeapons[WEAPON_NINJA].m_Got = false;
m_ActiveWeapon = m_LastWeapon;
if(m_ActiveWeapon == WEAPON_NINJA)
m_ActiveWeapon = WEAPON_GUN;
SetWeapon(m_ActiveWeapon);
return;
}
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// force ninja Weapon
SetWeapon(WEAPON_NINJA);
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m_Ninja.m_CurrentMoveTime--;
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if (m_Ninja.m_CurrentMoveTime == 0)
{
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// reset velocity
m_Core.m_Vel *= 0.2f;
}
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if (m_Ninja.m_CurrentMoveTime > 0)
{
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// Set velocity
m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
vec2 OldPos = m_Pos;
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GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
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// reset velocity so the client doesn't predict stuff
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m_Core.m_Vel = vec2(0.f, 0.f);
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// check if we Hit anything along the way
{
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CCharacter *aEnts[64];
vec2 Dir = m_Pos - OldPos;
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float Radius = m_ProximityRadius * 2.0f;
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vec2 Center = OldPos + Dir * 0.5f;
int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
{
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if (aEnts[i] == this)
continue;
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// make sure we haven't Hit this object before
bool bAlreadyHit = false;
for (int j = 0; j < m_NumObjectsHit; j++)
{
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if (m_apHitObjects[j] == aEnts[i])
bAlreadyHit = true;
}
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if (bAlreadyHit)
continue;
// check so we are sufficiently close
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if (distance(aEnts[i]->m_Pos, m_Pos) > (m_ProximityRadius * 2.0f))
continue;
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// Hit a player, give him damage and stuffs...
GameServer()->CreateSound(aEnts[i]->m_Pos, SOUND_NINJA_HIT);
// set his velocity to fast upward (for now)
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if(m_NumObjectsHit < 10)
m_apHitObjects[m_NumObjectsHit++] = aEnts[i];
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aEnts[i]->TakeDamage(vec2(0, 10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA);
}
}
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return;
}
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return;
}
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void CCharacter::DoWeaponSwitch()
{
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// make sure we can switch
if(m_ReloadTimer != 0 || m_QueuedWeapon == -1 || m_aWeapons[WEAPON_NINJA].m_Got)
return;
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// switch Weapon
SetWeapon(m_QueuedWeapon);
}
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void CCharacter::HandleWeaponSwitch()
{
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int WantedWeapon = m_ActiveWeapon;
if(m_QueuedWeapon != -1)
WantedWeapon = m_QueuedWeapon;
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// select Weapon
int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses;
int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses;
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if(Next < 128) // make sure we only try sane stuff
{
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while(Next) // Next Weapon selection
{
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WantedWeapon = (WantedWeapon+1)%NUM_WEAPONS;
if(m_aWeapons[WantedWeapon].m_Got)
Next--;
}
}
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if(Prev < 128) // make sure we only try sane stuff
{
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while(Prev) // Prev Weapon selection
{
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WantedWeapon = (WantedWeapon-1)<0?NUM_WEAPONS-1:WantedWeapon-1;
if(m_aWeapons[WantedWeapon].m_Got)
Prev--;
}
}
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// Direct Weapon selection
if(m_LatestInput.m_WantedWeapon)
WantedWeapon = m_Input.m_WantedWeapon-1;
// check for insane values
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if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got)
m_QueuedWeapon = WantedWeapon;
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DoWeaponSwitch();
}
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void CCharacter::FireWeapon()
{
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if(m_ReloadTimer != 0)
return;
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DoWeaponSwitch();
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
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bool FullAuto = false;
if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE)
FullAuto = true;
// check if we gonna fire
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bool WillFire = false;
if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
WillFire = true;
if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
WillFire = true;
if(!WillFire)
return;
// check for ammo
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if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
{
// 125ms is a magical limit of how fast a human can click
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m_ReloadTimer = 125 * Server()->TickSpeed() / 1000;
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);
return;
}
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vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;
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switch(m_ActiveWeapon)
{
case WEAPON_HAMMER:
{
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// reset objects Hit
m_NumObjectsHit = 0;
GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
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CCharacter *aEnts[64];
int Hits = 0;
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int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts,
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64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
{
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CCharacter *Target = aEnts[i];
//for race mod or any other mod, which needs hammer hits through the wall remove second condition
if ((Target == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, Target->m_Pos, NULL, NULL))
continue;
// set his velocity to fast upward (for now)
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GameServer()->CreateHammerHit(m_Pos);
aEnts[i]->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
vec2 Dir;
if (length(Target->m_Pos - m_Pos) > 0.0f)
Dir = normalize(Target->m_Pos - m_Pos);
else
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Dir = vec2(0.f, -1.f);
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Target->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
Hits++;
}
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// if we Hit anything, we have to wait for the reload
if(Hits)
m_ReloadTimer = Server()->TickSpeed()/3;
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} break;
case WEAPON_GUN:
{
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CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_GUN,
m_pPlayer->GetCID(),
ProjStartPos,
Direction,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),
1, 0, 0, -1, WEAPON_GUN);
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// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
Proj->FillInfo(&p);
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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(1);
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
} break;
case WEAPON_SHOTGUN:
{
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int ShotSpread = 2;
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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(ShotSpread*2+1);
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for(int i = -ShotSpread; i <= ShotSpread; ++i)
{
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float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
float a = GetAngle(Direction);
a += Spreading[i+2];
float v = 1-(absolute(i)/(float)ShotSpread);
float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
m_pPlayer->GetCID(),
ProjStartPos,
vec2(cosf(a), sinf(a))*Speed,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
1, 0, 0, -1, WEAPON_SHOTGUN);
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// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
Proj->FillInfo(&p);
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for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
}
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Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());
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GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
} break;
case WEAPON_GRENADE:
{
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CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_GRENADE,
m_pPlayer->GetCID(),
ProjStartPos,
Direction,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),
1, true, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
Proj->FillInfo(&p);
CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(1);
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
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GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
} break;
case WEAPON_RIFLE:
{
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new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID());
GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
} break;
case WEAPON_NINJA:
{
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// reset Hit objects
m_NumObjectsHit = 0;
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m_AttackTick = Server()->Tick();
m_Ninja.m_ActivationDir = Direction;
m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
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GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
} break;
}
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m_AttackTick = Server()->Tick();
if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
m_aWeapons[m_ActiveWeapon].m_Ammo--;
if(!m_ReloadTimer)
m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
}
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void CCharacter::HandleWeapons()
{
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//ninja
HandleNinja();
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
// check reload timer
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if(m_ReloadTimer)
{
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m_ReloadTimer--;
return;
}
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// fire Weapon, if wanted
FireWeapon();
// ammo regen
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int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime;
if(AmmoRegenTime)
{
// If equipped and not active, regen ammo?
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if (m_ReloadTimer <= 0)
{
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if (m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart < 0)
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = Server()->Tick();
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if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000)
{
// Add some ammo
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m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, 10);
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
}
}
else
{
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m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
}
}
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return;
}
bool CCharacter::GiveWeapon(int Weapon, int Ammo)
{
if(m_aWeapons[Weapon].m_Ammo < g_pData->m_Weapons.m_aId[Weapon].m_Maxammo || !m_aWeapons[Weapon].m_Got)
{
m_aWeapons[Weapon].m_Got = true;
m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
return true;
}
return false;
}
void CCharacter::GiveNinja()
{
m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got = true;
m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
m_LastWeapon = m_ActiveWeapon;
m_ActiveWeapon = WEAPON_NINJA;
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA);
}
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void CCharacter::SetEmote(int Emote, int Tick)
{
m_EmoteType = Emote;
m_EmoteStop = Tick;
}
void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
{
// check for changes
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if(mem_comp(&m_Input, pNewInput, sizeof(CNetObj_PlayerInput)) != 0)
m_LastAction = Server()->Tick();
// copy new input
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mem_copy(&m_Input, pNewInput, sizeof(m_Input));
m_NumInputs++;
// or are not allowed to aim in the center
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if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0)
m_Input.m_TargetY = -1;
}
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void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
{
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
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if(m_NumInputs > 2 && m_pPlayer->GetTeam() != -1)
{
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HandleWeaponSwitch();
FireWeapon();
}
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
}
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void CCharacter::Tick()
{
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if(m_pPlayer->m_ForceBalanced)
{
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char Buf[128];
str_format(Buf, sizeof(Buf), "You were moved to %s due to team balancing", GameServer()->m_pController->GetTeamName(m_pPlayer->GetTeam()));
GameServer()->SendBroadcast(Buf, m_pPlayer->GetCID());
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m_pPlayer->m_ForceBalanced = false;
}
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m_Core.m_Input = m_Input;
m_Core.Tick(true);
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// handle death-tiles
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if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH)
{
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Die(m_pPlayer->GetCID(), WEAPON_WORLD);
}
// kill player when leaving gamelayer
if((int)m_Pos.x/32 < -200 || (int)m_Pos.x/32 > GameServer()->Collision()->GetWidth()+200 ||
(int)m_Pos.y/32 < -200 || (int)m_Pos.y/32 > GameServer()->Collision()->GetHeight()+200)
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
}
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// handle Weapons
HandleWeapons();
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m_PlayerState = m_Input.m_PlayerState;
// Previnput
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m_PrevInput = m_Input;
return;
}
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void CCharacter::TickDefered()
{
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// advance the dummy
{
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CWorldCore TempWorld;
m_ReckoningCore.Init(&TempWorld, GameServer()->Collision());
m_ReckoningCore.Tick(false);
m_ReckoningCore.Move();
m_ReckoningCore.Quantize();
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}
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//lastsentcore
vec2 StartPos = m_Core.m_Pos;
vec2 StartVel = m_Core.m_Vel;
bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Core.Move();
bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Core.Quantize();
bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Pos = m_Core.m_Pos;
if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
{
// Hackish solution to get rid of strict-aliasing warning
union
{
float f;
unsigned u;
}StartPosX, StartPosY, StartVelX, StartVelY;
StartPosX.f = StartPos.x;
StartPosY.f = StartPos.y;
StartVelX.f = StartVel.x;
StartVelY.f = StartVel.y;
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dbg_msg("char_core", "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
StuckBefore,
StuckAfterMove,
StuckAfterQuant,
StartPos.x, StartPos.y,
StartVel.x, StartVel.y,
StartPosX.u, StartPosY.u,
StartVelX.u, StartVelY.u);
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}
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int Events = m_Core.m_TriggeredEvents;
int Mask = CmaskAllExceptOne(m_pPlayer->GetCID());
if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask);
if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll());
if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask);
if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask);
if(m_pPlayer->GetTeam() == -1)
{
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m_Pos.x = m_Input.m_TargetX;
m_Pos.y = m_Input.m_TargetY;
}
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// update the m_SendCore if needed
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{
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CNetObj_Character Predicted;
CNetObj_Character Current;
mem_zero(&Predicted, sizeof(Predicted));
mem_zero(&Current, sizeof(Current));
m_ReckoningCore.Write(&Predicted);
m_Core.Write(&Current);
// only allow dead reackoning for a top of 3 seconds
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if(m_ReckoningTick+Server()->TickSpeed()*3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0)
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{
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m_ReckoningTick = Server()->Tick();
m_SendCore = m_Core;
m_ReckoningCore = m_Core;
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}
}
}
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bool CCharacter::IncreaseHealth(int Amount)
{
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if(m_Health >= 10)
return false;
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m_Health = clamp(m_Health+Amount, 0, 10);
return true;
}
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bool CCharacter::IncreaseArmor(int Amount)
{
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if(m_Armor >= 10)
return false;
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m_Armor = clamp(m_Armor+Amount, 0, 10);
return true;
}
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void CCharacter::Die(int Killer, int Weapon)
{
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int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon);
dbg_msg("game", "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
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Killer, Server()->ClientName(Killer),
m_pPlayer->GetCID(), Server()->ClientName(m_pPlayer->GetCID()), Weapon, ModeSpecial);
// send the kill message
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CNetMsg_Sv_KillMsg Msg;
Msg.m_Killer = Killer;
Msg.m_Victim = m_pPlayer->GetCID();
Msg.m_Weapon = Weapon;
Msg.m_ModeSpecial = ModeSpecial;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
// a nice sound
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_DIE);
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// this is for auto respawn after 3 secs
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m_pPlayer->m_DieTick = Server()->Tick();
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m_Alive = false;
GameServer()->m_World.RemoveEntity(this);
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID());
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// we got to wait 0.5 secs before respawning
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m_pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
}
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bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
{
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m_Core.m_Vel += Force;
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if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage)
return false;
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// m_pPlayer only inflicts half damage on self
if(From == m_pPlayer->GetCID())
Dmg = max(1, Dmg/2);
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m_DamageTaken++;
// create healthmod indicator
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if(Server()->Tick() < m_DamageTakenTick+25)
{
// make sure that the damage indicators doesn't group together
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GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg);
}
else
{
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m_DamageTaken = 0;
GameServer()->CreateDamageInd(m_Pos, 0, Dmg);
}
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if(Dmg)
{
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if(m_Armor)
{
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if(Dmg > 1)
{
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m_Health--;
Dmg--;
}
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if(Dmg > m_Armor)
{
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Dmg -= m_Armor;
m_Armor = 0;
}
else
{
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m_Armor -= Dmg;
Dmg = 0;
}
}
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m_Health -= Dmg;
}
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m_DamageTakenTick = Server()->Tick();
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// do damage Hit sound
if(From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
GameServer()->CreateSound(GameServer()->m_apPlayers[From]->m_ViewPos, SOUND_HIT, CmaskOne(From));
// check for death
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if(m_Health <= 0)
{
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Die(From, Weapon);
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// set attacker's face to happy (taunt!)
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if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
{
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CCharacter *pChr = GameServer()->m_apPlayers[From]->GetCharacter();
if (pChr)
{
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pChr->m_EmoteType = EMOTE_HAPPY;
pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed();
}
}
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return false;
}
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if (Dmg > 2)
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
else
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);
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m_EmoteType = EMOTE_PAIN;
m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
return true;
}
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void CCharacter::Snap(int SnappingClient)
{
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if(NetworkClipped(SnappingClient))
return;
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CNetObj_Character *Character = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character)));
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// write down the m_Core
if(GameServer()->m_World.m_Paused)
{
// no dead reckoning when paused because the client doesn't know
// how far to perform the reckoning
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Character->m_Tick = 0;
m_Core.Write(Character);
}
else
{
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Character->m_Tick = m_ReckoningTick;
m_SendCore.Write(Character);
}
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// set emote
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if (m_EmoteStop < Server()->Tick())
{
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m_EmoteType = EMOTE_NORMAL;
m_EmoteStop = -1;
}
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Character->m_Emote = m_EmoteType;
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Character->m_AmmoCount = 0;
Character->m_Health = 0;
Character->m_Armor = 0;
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Character->m_Weapon = m_ActiveWeapon;
Character->m_AttackTick = m_AttackTick;
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Character->m_Direction = m_Input.m_Direction;
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if(m_pPlayer->GetCID() == SnappingClient)
{
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Character->m_Health = m_Health;
Character->m_Armor = m_Armor;
if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
Character->m_AmmoCount = m_aWeapons[m_ActiveWeapon].m_Ammo;
}
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if (Character->m_Emote == EMOTE_NORMAL)
{
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if(250 - ((Server()->Tick() - m_LastAction)%(250)) < 5)
Character->m_Emote = EMOTE_BLINK;
}
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Character->m_PlayerState = m_PlayerState;
}