2019-04-11 22:46:54 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_PREDICTION_ENTITIES_CHARACTER_H
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#define GAME_CLIENT_PREDICTION_ENTITIES_CHARACTER_H
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#include <game/client/prediction/entity.h>
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#include "projectile.h"
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#include <game/gamecore.h>
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#include <game/generated/client_data.h>
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enum
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{
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WEAPON_GAME = -3, // team switching etc
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WEAPON_SELF = -2, // console kill command
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WEAPON_WORLD = -1, // death tiles etc
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};
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enum
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{
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FAKETUNE_FREEZE = 1,
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FAKETUNE_SOLO = 2,
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FAKETUNE_NOJUMP = 4,
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FAKETUNE_NOCOLL = 8,
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FAKETUNE_NOHOOK = 16,
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FAKETUNE_JETPACK = 32,
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FAKETUNE_NOHAMMER = 64,
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};
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class CCharacter : public CEntity
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{
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friend class CGameWorld;
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public:
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//character's size
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static const int ms_PhysSize = 28;
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virtual void Tick();
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virtual void TickDefered();
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bool IsGrounded();
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void SetWeapon(int W);
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void SetSolo(bool Solo);
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void HandleWeaponSwitch();
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void DoWeaponSwitch();
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void HandleWeapons();
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void HandleNinja();
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void HandleJetpack();
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void OnPredictedInput(CNetObj_PlayerInput *pNewInput);
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void OnDirectInput(CNetObj_PlayerInput *pNewInput);
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void FireWeapon();
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bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon);
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2020-04-25 23:12:34 +00:00
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void GiveWeapon(int Weapon, bool Remove = false);
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2019-04-11 22:46:54 +00:00
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void GiveNinja();
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void RemoveNinja();
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bool IsAlive() { return m_Alive; }
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bool m_Alive;
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CTeamsCore* TeamsCore();
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bool Freeze(int Time);
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bool Freeze();
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bool UnFreeze();
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void GiveAllWeapons();
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int Team();
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bool CanCollide(int ClientID);
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bool SameTeam(int ClientID);
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2019-04-21 22:38:24 +00:00
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bool m_Super;
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2019-04-11 22:46:54 +00:00
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bool m_SuperJump;
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bool m_Jetpack;
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2019-05-12 23:45:49 +00:00
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bool m_NinjaJetpack;
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2019-04-11 22:46:54 +00:00
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int m_FreezeTime;
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int m_FreezeTick;
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2020-04-25 23:12:34 +00:00
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bool m_FrozenLastTick;
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2019-04-11 22:46:54 +00:00
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bool m_DeepFreeze;
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bool m_EndlessHook;
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enum
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{
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HIT_ALL=0,
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DISABLE_HIT_HAMMER=1,
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DISABLE_HIT_SHOTGUN=2,
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DISABLE_HIT_GRENADE=4,
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2019-11-22 14:37:18 +00:00
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DISABLE_HIT_LASER=8
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2019-04-11 22:46:54 +00:00
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};
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int m_Hit;
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2019-09-08 22:53:07 +00:00
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int m_TuneZone;
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2019-04-11 22:46:54 +00:00
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vec2 m_PrevPos;
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2019-05-11 19:13:09 +00:00
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vec2 m_PrevPrevPos;
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2019-06-30 21:47:33 +00:00
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int m_TeleCheckpoint;
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2019-04-11 22:46:54 +00:00
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int m_TileIndex;
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int m_TileFIndex;
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2018-08-15 15:47:07 +00:00
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int m_MoveRestrictions;
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2019-04-11 22:46:54 +00:00
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bool m_LastRefillJumps;
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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int GetLastWeapon() { return m_LastWeapon; };
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2019-09-08 17:22:12 +00:00
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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2019-04-11 22:46:54 +00:00
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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2019-09-08 17:22:12 +00:00
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
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2019-04-11 22:46:54 +00:00
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CCharacterCore GetCore() { return m_Core; };
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2019-09-08 17:22:12 +00:00
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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2019-04-11 22:46:54 +00:00
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CCharacterCore* Core() { return &m_Core; };
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bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; };
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void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; };
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int GetWeaponAmmo(int Type) { return m_aWeapons[Type].m_Ammo; };
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void SetWeaponAmmo(int Type, int Value) { m_aWeapons[Type].m_Ammo = Value; };
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void SetNinjaActivationDir(vec2 ActivationDir) { m_Ninja.m_ActivationDir = ActivationDir; };
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void SetNinjaActivationTick(int ActivationTick) { m_Ninja.m_ActivationTick = ActivationTick; };
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void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Ninja.m_CurrentMoveTime = CurrentMoveTime; };
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int GetCID() { return m_ID; }
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void SetInput(CNetObj_PlayerInput *pNewInput) { m_LatestInput = m_Input = *pNewInput; };
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int GetJumped() { return m_Core.m_Jumped; }
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2019-05-04 18:24:48 +00:00
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int GetAttackTick() { return m_AttackTick; }
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2019-06-30 21:47:33 +00:00
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int GetStrongWeakID() { return m_StrongWeakID; }
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2019-04-11 22:46:54 +00:00
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2019-04-21 22:38:24 +00:00
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CCharacter(CGameWorld *pGameWorld, int ID, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended = 0);
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void Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal);
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2019-04-11 22:46:54 +00:00
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void SetCoreWorld(CGameWorld *pGameWorld);
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int m_LastSnapWeapon;
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int m_LastJetpackStrength;
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bool m_KeepHooked;
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int m_GameTeam;
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2019-05-02 20:35:08 +00:00
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bool m_CanMoveInFreeze;
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2019-04-11 22:46:54 +00:00
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bool Match(CCharacter *pChar);
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2019-05-04 01:48:17 +00:00
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void ResetPrediction();
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2019-04-11 22:46:54 +00:00
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CCharacter() { m_Alive = false; }
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2019-04-13 23:34:15 +00:00
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private:
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// weapon info
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int m_aHitObjects[10];
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int m_NumObjectsHit;
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struct WeaponStat
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{
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int m_AmmoRegenStart;
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int m_Ammo;
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int m_Ammocost;
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bool m_Got;
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} m_aWeapons[NUM_WEAPONS];
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int m_LastWeapon;
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int m_QueuedWeapon;
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int m_ReloadTimer;
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2019-05-04 18:24:48 +00:00
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int m_AttackTick;
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2019-04-13 23:34:15 +00:00
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// these are non-heldback inputs
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CNetObj_PlayerInput m_LatestPrevInput;
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CNetObj_PlayerInput m_LatestInput;
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// input
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CNetObj_PlayerInput m_PrevInput;
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CNetObj_PlayerInput m_Input;
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CNetObj_PlayerInput m_SavedInput;
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int m_NumInputs;
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// ninja
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struct NinjaStat
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{
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vec2 m_ActivationDir;
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int m_ActivationTick;
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int m_CurrentMoveTime;
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int m_OldVelAmount;
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} m_Ninja;
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// the player core for the physics
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CCharacterCore m_Core;
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// DDRace
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2018-08-15 15:47:07 +00:00
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static bool IsSwitchActiveCb(int Number, void *pUser);
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2019-04-13 23:34:15 +00:00
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void HandleTiles(int Index);
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void HandleSkippableTiles(int Index);
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void DDRaceTick();
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void DDRacePostCoreTick();
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2019-09-08 22:53:07 +00:00
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void HandleTuneLayer();
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2019-06-30 21:47:33 +00:00
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int m_StrongWeakID;
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2019-04-11 22:46:54 +00:00
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};
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enum
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{
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DDRACE_NONE = 0,
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DDRACE_STARTED,
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DDRACE_CHEAT, // no time and won't start again unless ordered by a mod or death
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DDRACE_FINISHED
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};
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#endif
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