ddnet/src/game/client/gameclient.h
Robert Müller 272c8095d0 Show warnings after client close instead of preventing quitting
Instead of preventing the client from quitting/restarting while a warning is shown in the menus, add warnings that should be shown after quitting/restarting (i.e. the warning when the config could not be saved) to a separate list and show these warnings using an OS message box after the client has been closed. Otherwise, the client is prevented from closing if a warning is shown without being automatically hidden, which causes the client to hang indefinitely in the CI.

The message boxes for warnings must be shown after the client has already been completely shutdown, otherwise the regular shutdown with the Vulkan backend crashes because showing the message box has already partially deinitialized the backend.

The quitting/restarting client state is now checked after updating the FIFO component, so quitting/restarting initiated via FIFO is effective immediately, although this should have little effect in practice.

For completeness, a log message is added also for the case that the config was saved successfully.

The GitHub CI seems to automatically confirm/disable OS message boxes, so they should not block workflows.
2024-02-07 22:11:44 +01:00

796 lines
23 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_GAMECLIENT_H
#define GAME_CLIENT_GAMECLIENT_H
#include "render.h"
#include <base/color.h>
#include <base/vmath.h>
#include <engine/client.h>
#include <engine/console.h>
#include <engine/shared/config.h>
#include <game/collision.h>
#include <game/gamecore.h>
#include <game/layers.h>
#include <game/teamscore.h>
#include <game/client/prediction/gameworld.h>
// components
#include "components/background.h"
#include "components/binds.h"
#include "components/broadcast.h"
#include "components/camera.h"
#include "components/chat.h"
#include "components/console.h"
#include "components/controls.h"
#include "components/countryflags.h"
#include "components/damageind.h"
#include "components/debughud.h"
#include "components/effects.h"
#include "components/emoticon.h"
#include "components/flow.h"
#include "components/freezebars.h"
#include "components/ghost.h"
#include "components/hud.h"
#include "components/infomessages.h"
#include "components/items.h"
#include "components/mapimages.h"
#include "components/maplayers.h"
#include "components/mapsounds.h"
#include "components/menu_background.h"
#include "components/menus.h"
#include "components/motd.h"
#include "components/nameplates.h"
#include "components/particles.h"
#include "components/players.h"
#include "components/race_demo.h"
#include "components/scoreboard.h"
#include "components/skins.h"
#include "components/sounds.h"
#include "components/spectator.h"
#include "components/statboard.h"
#include "components/tooltips.h"
#include "components/voting.h"
class CGameInfo
{
public:
bool m_FlagStartsRace;
bool m_TimeScore;
bool m_UnlimitedAmmo;
bool m_DDRaceRecordMessage;
bool m_RaceRecordMessage;
bool m_RaceSounds;
bool m_AllowEyeWheel;
bool m_AllowHookColl;
bool m_AllowZoom;
bool m_BugDDRaceGhost;
bool m_BugDDRaceInput;
bool m_BugFNGLaserRange;
bool m_BugVanillaBounce;
bool m_PredictFNG;
bool m_PredictDDRace;
bool m_PredictDDRaceTiles;
bool m_PredictVanilla;
bool m_EntitiesDDNet;
bool m_EntitiesDDRace;
bool m_EntitiesRace;
bool m_EntitiesFNG;
bool m_EntitiesVanilla;
bool m_EntitiesBW;
bool m_EntitiesFDDrace;
bool m_Race;
bool m_DontMaskEntities;
bool m_AllowXSkins;
bool m_HudHealthArmor;
bool m_HudAmmo;
bool m_HudDDRace;
bool m_NoWeakHookAndBounce;
bool m_NoSkinChangeForFrozen;
};
class CSnapEntities
{
public:
IClient::CSnapItem m_Item;
const void *m_pData;
const CNetObj_EntityEx *m_pDataEx;
};
class CGameClient : public IGameClient
{
public:
// all components
CInfoMessages m_InfoMessages;
CCamera m_Camera;
CChat m_Chat;
CMotd m_Motd;
CBroadcast m_Broadcast;
CGameConsole m_GameConsole;
CBinds m_Binds;
CParticles m_Particles;
CMenus m_Menus;
CSkins m_Skins;
CCountryFlags m_CountryFlags;
CFlow m_Flow;
CHud m_Hud;
CDebugHud m_DebugHud;
CControls m_Controls;
CEffects m_Effects;
CScoreboard m_Scoreboard;
CStatboard m_Statboard;
CSounds m_Sounds;
CEmoticon m_Emoticon;
CDamageInd m_DamageInd;
CVoting m_Voting;
CSpectator m_Spectator;
CPlayers m_Players;
CNamePlates m_NamePlates;
CFreezeBars m_FreezeBars;
CItems m_Items;
CMapImages m_MapImages;
CMapLayers m_MapLayersBackground = CMapLayers{CMapLayers::TYPE_BACKGROUND};
CMapLayers m_MapLayersForeground = CMapLayers{CMapLayers::TYPE_FOREGROUND};
CBackground m_Background;
CMenuBackground m_MenuBackground;
CMapSounds m_MapSounds;
CRaceDemo m_RaceDemo;
CGhost m_Ghost;
CTooltips m_Tooltips;
private:
std::vector<class CComponent *> m_vpAll;
std::vector<class CComponent *> m_vpInput;
CNetObjHandler m_NetObjHandler;
class IEngine *m_pEngine;
class IInput *m_pInput;
class IGraphics *m_pGraphics;
class ITextRender *m_pTextRender;
class IClient *m_pClient;
class ISound *m_pSound;
class IConfigManager *m_pConfigManager;
class CConfig *m_pConfig;
class IConsole *m_pConsole;
class IStorage *m_pStorage;
class IDemoPlayer *m_pDemoPlayer;
class IFavorites *m_pFavorites;
class IServerBrowser *m_pServerBrowser;
class IEditor *m_pEditor;
class IFriends *m_pFriends;
class IFriends *m_pFoes;
#if defined(CONF_AUTOUPDATE)
class IUpdater *m_pUpdater;
#endif
class IHttp *m_pHttp;
CLayers m_Layers;
CCollision m_Collision;
CUI m_UI;
void ProcessEvents();
void UpdatePositions();
int m_EditorMovementDelay = 5;
void UpdateEditorIngameMoved();
int m_PredictedTick;
int m_aLastNewPredictedTick[NUM_DUMMIES];
int m_LastRoundStartTick;
int m_LastFlagCarrierRed;
int m_LastFlagCarrierBlue;
int m_aCheckInfo[NUM_DUMMIES];
char m_aDDNetVersionStr[64];
static void ConTeam(IConsole::IResult *pResult, void *pUserData);
static void ConKill(IConsole::IResult *pResult, void *pUserData);
static void ConchainLanguageUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainRefreshSkins(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainClTextEntitiesSize(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConTuneZone(IConsole::IResult *pResult, void *pUserData);
static void ConchainMenuMap(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
// only used in OnPredict
vec2 m_aLastPos[MAX_CLIENTS] = {{0, 0}};
bool m_aLastActive[MAX_CLIENTS] = {false};
// only used in OnNewSnapshot
bool m_GameOver = false;
bool m_GamePaused = false;
int m_PrevLocalID = -1;
public:
IKernel *Kernel() { return IInterface::Kernel(); }
IEngine *Engine() const { return m_pEngine; }
class IGraphics *Graphics() const { return m_pGraphics; }
class IClient *Client() const { return m_pClient; }
class CUI *UI() { return &m_UI; }
class ISound *Sound() const { return m_pSound; }
class IInput *Input() const { return m_pInput; }
class IStorage *Storage() const { return m_pStorage; }
class IConfigManager *ConfigManager() const { return m_pConfigManager; }
class CConfig *Config() const { return m_pConfig; }
class IConsole *Console() { return m_pConsole; }
class ITextRender *TextRender() const { return m_pTextRender; }
class IDemoPlayer *DemoPlayer() const { return m_pDemoPlayer; }
class IDemoRecorder *DemoRecorder(int Recorder) const { return Client()->DemoRecorder(Recorder); }
class IFavorites *Favorites() const { return m_pFavorites; }
class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; }
class CRenderTools *RenderTools() { return &m_RenderTools; }
class CLayers *Layers() { return &m_Layers; }
CCollision *Collision() { return &m_Collision; }
class IEditor *Editor() { return m_pEditor; }
class IFriends *Friends() { return m_pFriends; }
class IFriends *Foes() { return m_pFoes; }
#if defined(CONF_AUTOUPDATE)
class IUpdater *Updater()
{
return m_pUpdater;
}
#endif
class IHttp *Http()
{
return m_pHttp;
}
int NetobjNumCorrections()
{
return m_NetObjHandler.NumObjCorrections();
}
const char *NetobjCorrectedOn() { return m_NetObjHandler.CorrectedObjOn(); }
bool m_SuppressEvents;
bool m_NewTick;
bool m_NewPredictedTick;
int m_aFlagDropTick[2];
// TODO: move this
CTuningParams m_aTuning[NUM_DUMMIES];
enum
{
SERVERMODE_PURE = 0,
SERVERMODE_MOD,
SERVERMODE_PUREMOD,
};
int m_ServerMode;
CGameInfo m_GameInfo;
int m_DemoSpecID;
vec2 m_LocalCharacterPos;
// predicted players
CCharacterCore m_PredictedPrevChar;
CCharacterCore m_PredictedChar;
// snap pointers
struct CSnapState
{
const CNetObj_Character *m_pLocalCharacter;
const CNetObj_Character *m_pLocalPrevCharacter;
const CNetObj_PlayerInfo *m_pLocalInfo;
const CNetObj_SpectatorInfo *m_pSpectatorInfo;
const CNetObj_SpectatorInfo *m_pPrevSpectatorInfo;
const CNetObj_Flag *m_apFlags[2];
const CNetObj_GameInfo *m_pGameInfoObj;
const CNetObj_GameData *m_pGameDataObj;
int m_GameDataSnapID;
const CNetObj_PlayerInfo *m_apPlayerInfos[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_apInfoByScore[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_apInfoByName[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_apInfoByDDTeamScore[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_apInfoByDDTeamName[MAX_CLIENTS];
int m_LocalClientID;
int m_NumPlayers;
int m_aTeamSize[2];
// spectate data
struct CSpectateInfo
{
bool m_Active;
int m_SpectatorID;
bool m_UsePosition;
vec2 m_Position;
} m_SpecInfo;
//
struct CCharacterInfo
{
bool m_Active;
// snapshots
CNetObj_Character m_Prev;
CNetObj_Character m_Cur;
CNetObj_DDNetCharacter m_ExtendedData;
const CNetObj_DDNetCharacter *m_PrevExtendedData;
bool m_HasExtendedData;
bool m_HasExtendedDisplayInfo;
// interpolated position
vec2 m_Position;
};
CCharacterInfo m_aCharacters[MAX_CLIENTS];
};
CSnapState m_Snap;
int m_aLocalTuneZone[NUM_DUMMIES];
bool m_aReceivedTuning[NUM_DUMMIES];
int m_aExpectingTuningForZone[NUM_DUMMIES];
int m_aExpectingTuningSince[NUM_DUMMIES];
// client data
struct CClientData
{
int m_UseCustomColor;
int m_ColorBody;
int m_ColorFeet;
char m_aName[MAX_NAME_LENGTH];
char m_aClan[MAX_CLAN_LENGTH];
int m_Country;
char m_aSkinName[64];
int m_SkinColor;
int m_Team;
int m_Emoticon;
float m_EmoticonStartFraction;
int m_EmoticonStartTick;
bool m_Solo;
bool m_Jetpack;
bool m_CollisionDisabled;
bool m_EndlessHook;
bool m_EndlessJump;
bool m_HammerHitDisabled;
bool m_GrenadeHitDisabled;
bool m_LaserHitDisabled;
bool m_ShotgunHitDisabled;
bool m_HookHitDisabled;
bool m_Super;
bool m_HasTelegunGun;
bool m_HasTelegunGrenade;
bool m_HasTelegunLaser;
int m_FreezeEnd;
bool m_DeepFrozen;
bool m_LiveFrozen;
CCharacterCore m_Predicted;
CCharacterCore m_PrevPredicted;
CTeeRenderInfo m_SkinInfo; // this is what the server reports
CTeeRenderInfo m_RenderInfo; // this is what we use
float m_Angle;
bool m_Active;
bool m_ChatIgnore;
bool m_EmoticonIgnore;
bool m_Friend;
bool m_Foe;
int m_AuthLevel;
bool m_Afk;
bool m_Paused;
bool m_Spec;
// Editor allows 256 switches for now.
bool m_aSwitchStates[256];
CNetObj_Character m_Snapped;
CNetObj_Character m_Evolved;
void UpdateRenderInfo(bool IsTeamPlay);
void Reset();
// rendered characters
CNetObj_Character m_RenderCur;
CNetObj_Character m_RenderPrev;
vec2 m_RenderPos;
bool m_IsPredicted;
bool m_IsPredictedLocal;
int64_t m_aSmoothStart[2];
int64_t m_aSmoothLen[2];
vec2 m_aPredPos[200];
int m_aPredTick[200];
bool m_SpecCharPresent;
vec2 m_SpecChar;
};
CClientData m_aClients[MAX_CLIENTS];
class CClientStats
{
int m_IngameTicks;
int m_JoinTick;
bool m_Active;
public:
CClientStats();
int m_aFragsWith[NUM_WEAPONS];
int m_aDeathsFrom[NUM_WEAPONS];
int m_Frags;
int m_Deaths;
int m_Suicides;
int m_BestSpree;
int m_CurrentSpree;
int m_FlagGrabs;
int m_FlagCaptures;
void Reset();
bool IsActive() const { return m_Active; }
void JoinGame(int Tick)
{
m_Active = true;
m_JoinTick = Tick;
};
void JoinSpec(int Tick)
{
m_Active = false;
m_IngameTicks += Tick - m_JoinTick;
};
int GetIngameTicks(int Tick) const { return m_IngameTicks + Tick - m_JoinTick; }
float GetFPM(int Tick, int TickSpeed) const { return (float)(m_Frags * TickSpeed * 60) / GetIngameTicks(Tick); }
};
CClientStats m_aStats[MAX_CLIENTS];
CRenderTools m_RenderTools;
void OnReset();
size_t ComponentCount() { return m_vpAll.size(); }
// hooks
void OnConnected() override;
void OnRender() override;
void OnUpdate() override;
void OnDummyDisconnect() override;
virtual void OnRelease();
void OnInit() override;
void OnConsoleInit() override;
void OnStateChange(int NewState, int OldState) override;
void OnMessage(int MsgId, CUnpacker *pUnpacker, int Conn, bool Dummy) override;
void InvalidateSnapshot() override;
void OnNewSnapshot() override;
void OnPredict() override;
void OnActivateEditor() override;
void OnDummySwap() override;
int OnSnapInput(int *pData, bool Dummy, bool Force) override;
void OnShutdown() override;
void OnEnterGame() override;
void OnRconType(bool UsernameReq) override;
void OnRconLine(const char *pLine) override;
virtual void OnGameOver();
virtual void OnStartGame();
virtual void OnStartRound();
virtual void OnFlagGrab(int TeamID);
void OnWindowResize() override;
bool m_LanguageChanged = false;
void OnLanguageChange();
void HandleLanguageChanged();
void RefreshSkins();
void RenderShutdownMessage();
const char *GetItemName(int Type) const override;
const char *Version() const override;
const char *NetVersion() const override;
int DDNetVersion() const override;
const char *DDNetVersionStr() const override;
// actions
// TODO: move these
void SendSwitchTeam(int Team);
void SendInfo(bool Start);
void SendDummyInfo(bool Start) override;
void SendKill(int ClientID) const;
// DDRace
int m_aLocalIDs[NUM_DUMMIES];
CNetObj_PlayerInput m_DummyInput;
CNetObj_PlayerInput m_HammerInput;
unsigned int m_DummyFire;
bool m_ReceivedDDNetPlayer;
class CTeamsCore m_Teams;
int IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2 &NewPos2, int ownID);
int GetLastRaceTick() const override;
bool IsTeamPlay() { return m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS; }
bool AntiPingPlayers() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingPlayers && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_aTuning[g_Config.m_ClDummy].m_PlayerCollision || m_aTuning[g_Config.m_ClDummy].m_PlayerHooking); }
bool AntiPingGrenade() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingGrenade && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; }
bool AntiPingWeapons() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingWeapons && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; }
bool AntiPingGunfire() { return AntiPingGrenade() && AntiPingWeapons() && g_Config.m_ClAntiPingGunfire; }
bool Predict() const;
bool PredictDummy() { return g_Config.m_ClPredictDummy && Client()->DummyConnected() && m_Snap.m_LocalClientID >= 0 && m_PredictedDummyID >= 0 && !m_aClients[m_PredictedDummyID].m_Paused; }
const CTuningParams *GetTuning(int i) { return &m_aTuningList[i]; }
ColorRGBA GetDDTeamColor(int DDTeam, float Lightness = 0.5f) const;
CGameWorld m_GameWorld;
CGameWorld m_PredictedWorld;
CGameWorld m_PrevPredictedWorld;
std::vector<SSwitchers> &Switchers() { return m_GameWorld.m_Core.m_vSwitchers; }
std::vector<SSwitchers> &PredSwitchers() { return m_PredictedWorld.m_Core.m_vSwitchers; }
void DummyResetInput() override;
void Echo(const char *pString) override;
bool IsOtherTeam(int ClientID) const;
int SwitchStateTeam() const;
bool IsLocalCharSuper() const;
bool CanDisplayWarning() const override;
CNetObjHandler *GetNetObjHandler() override;
void LoadGameSkin(const char *pPath, bool AsDir = false);
void LoadEmoticonsSkin(const char *pPath, bool AsDir = false);
void LoadParticlesSkin(const char *pPath, bool AsDir = false);
void LoadHudSkin(const char *pPath, bool AsDir = false);
void LoadExtrasSkin(const char *pPath, bool AsDir = false);
struct SClientGameSkin
{
// health armor hud
IGraphics::CTextureHandle m_SpriteHealthFull;
IGraphics::CTextureHandle m_SpriteHealthEmpty;
IGraphics::CTextureHandle m_SpriteArmorFull;
IGraphics::CTextureHandle m_SpriteArmorEmpty;
// cursors
IGraphics::CTextureHandle m_SpriteWeaponHammerCursor;
IGraphics::CTextureHandle m_SpriteWeaponGunCursor;
IGraphics::CTextureHandle m_SpriteWeaponShotgunCursor;
IGraphics::CTextureHandle m_SpriteWeaponGrenadeCursor;
IGraphics::CTextureHandle m_SpriteWeaponNinjaCursor;
IGraphics::CTextureHandle m_SpriteWeaponLaserCursor;
IGraphics::CTextureHandle m_aSpriteWeaponCursors[6];
// weapons and hook
IGraphics::CTextureHandle m_SpriteHookChain;
IGraphics::CTextureHandle m_SpriteHookHead;
IGraphics::CTextureHandle m_SpriteWeaponHammer;
IGraphics::CTextureHandle m_SpriteWeaponGun;
IGraphics::CTextureHandle m_SpriteWeaponShotgun;
IGraphics::CTextureHandle m_SpriteWeaponGrenade;
IGraphics::CTextureHandle m_SpriteWeaponNinja;
IGraphics::CTextureHandle m_SpriteWeaponLaser;
IGraphics::CTextureHandle m_aSpriteWeapons[6];
// particles
IGraphics::CTextureHandle m_aSpriteParticles[9];
// stars
IGraphics::CTextureHandle m_aSpriteStars[3];
// projectiles
IGraphics::CTextureHandle m_SpriteWeaponGunProjectile;
IGraphics::CTextureHandle m_SpriteWeaponShotgunProjectile;
IGraphics::CTextureHandle m_SpriteWeaponGrenadeProjectile;
IGraphics::CTextureHandle m_SpriteWeaponHammerProjectile;
IGraphics::CTextureHandle m_SpriteWeaponNinjaProjectile;
IGraphics::CTextureHandle m_SpriteWeaponLaserProjectile;
IGraphics::CTextureHandle m_aSpriteWeaponProjectiles[6];
// muzzles
IGraphics::CTextureHandle m_aSpriteWeaponGunMuzzles[3];
IGraphics::CTextureHandle m_aSpriteWeaponShotgunMuzzles[3];
IGraphics::CTextureHandle m_aaSpriteWeaponNinjaMuzzles[3];
IGraphics::CTextureHandle m_aaSpriteWeaponsMuzzles[6][3];
// pickups
IGraphics::CTextureHandle m_SpritePickupHealth;
IGraphics::CTextureHandle m_SpritePickupArmor;
IGraphics::CTextureHandle m_SpritePickupArmorShotgun;
IGraphics::CTextureHandle m_SpritePickupArmorGrenade;
IGraphics::CTextureHandle m_SpritePickupArmorNinja;
IGraphics::CTextureHandle m_SpritePickupArmorLaser;
IGraphics::CTextureHandle m_SpritePickupGrenade;
IGraphics::CTextureHandle m_SpritePickupShotgun;
IGraphics::CTextureHandle m_SpritePickupLaser;
IGraphics::CTextureHandle m_SpritePickupNinja;
IGraphics::CTextureHandle m_SpritePickupGun;
IGraphics::CTextureHandle m_SpritePickupHammer;
IGraphics::CTextureHandle m_aSpritePickupWeapons[6];
IGraphics::CTextureHandle m_aSpritePickupWeaponArmor[4];
// flags
IGraphics::CTextureHandle m_SpriteFlagBlue;
IGraphics::CTextureHandle m_SpriteFlagRed;
// ninja bar (0.7)
IGraphics::CTextureHandle m_SpriteNinjaBarFullLeft;
IGraphics::CTextureHandle m_SpriteNinjaBarFull;
IGraphics::CTextureHandle m_SpriteNinjaBarEmpty;
IGraphics::CTextureHandle m_SpriteNinjaBarEmptyRight;
bool IsSixup()
{
return m_SpriteNinjaBarFullLeft.IsValid();
}
};
SClientGameSkin m_GameSkin;
bool m_GameSkinLoaded;
struct SClientParticlesSkin
{
IGraphics::CTextureHandle m_SpriteParticleSlice;
IGraphics::CTextureHandle m_SpriteParticleBall;
IGraphics::CTextureHandle m_aSpriteParticleSplat[3];
IGraphics::CTextureHandle m_SpriteParticleSmoke;
IGraphics::CTextureHandle m_SpriteParticleShell;
IGraphics::CTextureHandle m_SpriteParticleExpl;
IGraphics::CTextureHandle m_SpriteParticleAirJump;
IGraphics::CTextureHandle m_SpriteParticleHit;
IGraphics::CTextureHandle m_aSpriteParticles[10];
};
SClientParticlesSkin m_ParticlesSkin;
bool m_ParticlesSkinLoaded;
struct SClientEmoticonsSkin
{
IGraphics::CTextureHandle m_aSpriteEmoticons[16];
};
SClientEmoticonsSkin m_EmoticonsSkin;
bool m_EmoticonsSkinLoaded;
struct SClientHudSkin
{
IGraphics::CTextureHandle m_SpriteHudAirjump;
IGraphics::CTextureHandle m_SpriteHudAirjumpEmpty;
IGraphics::CTextureHandle m_SpriteHudSolo;
IGraphics::CTextureHandle m_SpriteHudCollisionDisabled;
IGraphics::CTextureHandle m_SpriteHudEndlessJump;
IGraphics::CTextureHandle m_SpriteHudEndlessHook;
IGraphics::CTextureHandle m_SpriteHudJetpack;
IGraphics::CTextureHandle m_SpriteHudFreezeBarFullLeft;
IGraphics::CTextureHandle m_SpriteHudFreezeBarFull;
IGraphics::CTextureHandle m_SpriteHudFreezeBarEmpty;
IGraphics::CTextureHandle m_SpriteHudFreezeBarEmptyRight;
IGraphics::CTextureHandle m_SpriteHudNinjaBarFullLeft;
IGraphics::CTextureHandle m_SpriteHudNinjaBarFull;
IGraphics::CTextureHandle m_SpriteHudNinjaBarEmpty;
IGraphics::CTextureHandle m_SpriteHudNinjaBarEmptyRight;
IGraphics::CTextureHandle m_SpriteHudHookHitDisabled;
IGraphics::CTextureHandle m_SpriteHudHammerHitDisabled;
IGraphics::CTextureHandle m_SpriteHudShotgunHitDisabled;
IGraphics::CTextureHandle m_SpriteHudGrenadeHitDisabled;
IGraphics::CTextureHandle m_SpriteHudLaserHitDisabled;
IGraphics::CTextureHandle m_SpriteHudGunHitDisabled;
IGraphics::CTextureHandle m_SpriteHudDeepFrozen;
IGraphics::CTextureHandle m_SpriteHudLiveFrozen;
IGraphics::CTextureHandle m_SpriteHudTeleportGrenade;
IGraphics::CTextureHandle m_SpriteHudTeleportGun;
IGraphics::CTextureHandle m_SpriteHudTeleportLaser;
IGraphics::CTextureHandle m_SpriteHudPracticeMode;
IGraphics::CTextureHandle m_SpriteHudLockMode;
IGraphics::CTextureHandle m_SpriteHudDummyHammer;
IGraphics::CTextureHandle m_SpriteHudDummyCopy;
};
SClientHudSkin m_HudSkin;
bool m_HudSkinLoaded;
struct SClientExtrasSkin
{
IGraphics::CTextureHandle m_SpriteParticleSnowflake;
IGraphics::CTextureHandle m_aSpriteParticles[1];
};
SClientExtrasSkin m_ExtrasSkin;
bool m_ExtrasSkinLoaded;
const std::vector<CSnapEntities> &SnapEntities() { return m_vSnapEntities; }
int m_MultiViewTeam;
int m_MultiViewPersonalZoom;
bool m_MultiViewShowHud;
bool m_MultiViewActivated;
bool m_aMultiViewId[MAX_CLIENTS];
void ResetMultiView();
int FindFirstMultiViewId();
void CleanMultiViewId(int ClientID);
private:
std::vector<CSnapEntities> m_vSnapEntities;
void SnapCollectEntities();
bool m_aDDRaceMsgSent[NUM_DUMMIES];
int m_aShowOthers[NUM_DUMMIES];
void UpdatePrediction();
void UpdateRenderedCharacters();
int m_aLastUpdateTick[MAX_CLIENTS] = {0};
void DetectStrongHook();
vec2 GetSmoothPos(int ClientID);
int m_PredictedDummyID;
int m_IsDummySwapping;
CCharOrder m_CharOrder;
int m_aSwitchStateTeam[NUM_DUMMIES];
enum
{
NUM_TUNEZONES = 256
};
void LoadMapSettings();
CTuningParams m_aTuningList[NUM_TUNEZONES];
CTuningParams *TuningList() { return m_aTuningList; }
float m_LastZoom;
float m_LastScreenAspect;
bool m_LastDummyConnected;
void HandleMultiView();
bool IsMultiViewIdSet();
void CleanMultiViewIds();
bool InitMultiView(int Team);
float CalculateMultiViewMultiplier(vec2 TargetPos);
float CalculateMultiViewZoom(vec2 MinPos, vec2 MaxPos, float Vel);
float MapValue(float MaxValue, float MinValue, float MaxRange, float MinRange, float Value);
struct SMultiView
{
bool m_Solo;
bool m_IsInit;
bool m_Teleported;
bool m_aVanish[MAX_CLIENTS];
vec2 m_OldPos;
int m_OldPersonalZoom;
float m_SecondChance;
float m_OldCameraDistance;
float m_aLastFreeze[MAX_CLIENTS];
};
SMultiView m_MultiView;
};
ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL);
#endif