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1878: Add paused and spec to explayerflags r=Learath2 a=Ryozuki I think client should know about this, maybe we can do something with it in the future. It also may help with https://github.com/ddnet/ddnet/issues/259 but i didn't figure out yet a way to fix it. 1903: Consistent spacing for getters and setters r=Learath2 a=ChillerDragon Co-authored-by: Ryozuki <ryo@ryozuki.xyz> Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
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commit
0c34b6eb55
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@ -19,7 +19,7 @@ GameInfoFlags = [
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"ENTITIES_DDNET", "ENTITIES_DDRACE", "ENTITIES_RACE", "ENTITIES_FNG",
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"ENTITIES_VANILLA", "DONT_MASK_ENTITIES",
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]
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ExPlayerFlags = ["AFK"]
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ExPlayerFlags = ["AFK", "PAUSED", "SPEC"]
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Emoticons = ["OOP", "EXCLAMATION", "HEARTS", "DROP", "DOTDOT", "MUSIC", "SORRY", "GHOST", "SUSHI", "SPLATTEE", "DEVILTEE", "ZOMG", "ZZZ", "WTF", "EYES", "QUESTION"]
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@ -434,7 +434,7 @@ public:
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bool EditorHasUnsavedData() { return m_pEditor->HasUnsavedData(); }
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virtual IFriends* Foes() {return &m_Foes; }
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virtual IFriends* Foes() { return &m_Foes; }
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void GetSmoothTick(int *pSmoothTick, float *pSmoothIntraTick, float MixAmount);
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};
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@ -1197,6 +1197,8 @@ void CGameClient::OnNewSnapshot()
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const CNetObj_DDNetPlayer *pInfo = (const CNetObj_DDNetPlayer *)pData;
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m_aClients[Item.m_ID].m_AuthLevel = pInfo->m_AuthLevel;
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m_aClients[Item.m_ID].m_Afk = pInfo->m_Flags & EXPLAYERFLAG_AFK;
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m_aClients[Item.m_ID].m_Paused = pInfo->m_Flags & EXPLAYERFLAG_PAUSED;
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m_aClients[Item.m_ID].m_Spec = pInfo->m_Flags & EXPLAYERFLAG_SPEC;
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}
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else if(Item.m_Type == NETOBJTYPE_CHARACTER)
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{
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@ -1768,6 +1770,8 @@ void CGameClient::CClientData::Reset()
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m_Foe = false;
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m_AuthLevel = AUTHED_NO;
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m_Afk = false;
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m_Paused = false;
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m_Spec = false;
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m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture;
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m_SkinInfo.m_ColorBody = ColorRGBA(1,1,1);
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m_SkinInfo.m_ColorFeet = ColorRGBA(1,1,1);
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@ -305,6 +305,8 @@ public:
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int m_AuthLevel;
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bool m_Afk;
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bool m_Paused;
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bool m_Spec;
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void UpdateRenderInfo();
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void Reset();
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@ -126,11 +126,11 @@ public:
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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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void SetLastWeapon(int LastWeap) {m_LastWeapon = LastWeap; };
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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void SetActiveWeapon(int ActiveWeap) {m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
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CCharacterCore GetCore() { return m_Core; };
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void SetCore(CCharacterCore Core) {m_Core = Core; };
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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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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@ -83,7 +83,7 @@ public:
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void Rescue();
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int NeededFaketuning() {return m_NeededFaketuning;}
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int NeededFaketuning() { return m_NeededFaketuning;}
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bool IsAlive() const { return m_Alive; }
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bool IsPaused() const { return m_Paused; }
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class CPlayer *GetPlayer() { return m_pPlayer; }
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@ -259,14 +259,14 @@ public:
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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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void SetLastWeapon(int LastWeap) {m_LastWeapon = LastWeap; };
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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void SetActiveWeapon(int ActiveWeap) {m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetLastAction(int LastAction) {m_LastAction = LastAction; };
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetLastAction(int LastAction) { m_LastAction = LastAction; };
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int GetArmor() { return m_Armor; };
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void SetArmor(int Armor) {m_Armor = Armor; };
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void SetArmor(int Armor) { m_Armor = Armor; };
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CCharacterCore GetCore() { return m_Core; };
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void SetCore(CCharacterCore Core) {m_Core = Core; };
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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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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@ -322,7 +322,13 @@ void CPlayer::Snap(int SnappingClient)
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return;
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pDDNetPlayer->m_AuthLevel = Server()->GetAuthedState(id);
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pDDNetPlayer->m_Flags = m_Afk ? EXPLAYERFLAG_AFK : 0;
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pDDNetPlayer->m_Flags = 0;
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if(m_Afk)
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pDDNetPlayer->m_Flags |= EXPLAYERFLAG_AFK;
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if(m_Paused == PAUSE_SPEC)
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pDDNetPlayer->m_Flags |= EXPLAYERFLAG_SPEC;
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if(m_Paused == PAUSE_PAUSED)
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pDDNetPlayer->m_Flags |= EXPLAYERFLAG_PAUSED;
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}
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void CPlayer::FakeSnap()
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@ -94,7 +94,7 @@ public:
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CSaveTeam(IGameController* Controller);
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~CSaveTeam();
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char* GetString();
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int GetMembersCount() {return m_MembersCount;}
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int GetMembersCount() { return m_MembersCount; }
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int LoadString(const char* String);
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int save(int Team);
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int load(int Team);
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