mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2026-08-01 05:17:13 +02:00
Migrated the host module to C++ exceptions as well.
Also enabled the latest C++ revision in the project. Replaced the Random library with the one provided by C++11. Implemented a simple AES256 encryption class. Various other fixes and improvements.
This commit is contained in:
+552
-39
@@ -8,7 +8,7 @@
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namespace SqMod {
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/* ------------------------------------------------------------------------------------------------
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* Manages Player instances.
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* Manages a single player entity.
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*/
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class CPlayer
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{
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@@ -24,20 +24,19 @@ private:
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// --------------------------------------------------------------------------------------------
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static SQChar s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
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/* --------------------------------------------------------------------------------------------
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* Cached identifiers for fast integer to string conversion.
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*/
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static SQChar s_StrID[SQMOD_PLAYER_POOL][8];
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/* --------------------------------------------------------------------------------------------
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* Identifier of the managed entity.
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*/
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Int32 m_ID;
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/* --------------------------------------------------------------------------------------------
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* User tag and data associated with this instance.
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* User tag associated with this instance.
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*/
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String m_Tag;
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/* --------------------------------------------------------------------------------------------
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* User data associated with this instance.
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*/
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Object m_Data;
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/* --------------------------------------------------------------------------------------------
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@@ -45,35 +44,45 @@ private:
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*/
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CPlayer(Int32 id);
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public:
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/* --------------------------------------------------------------------------------------------
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* Maximum possible number that could represent an identifier for this entity type.
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*/
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static const Int32 Max;
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/* --------------------------------------------------------------------------------------------
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* Copy constructor. (disabled)
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*/
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CPlayer(const CPlayer &);
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CPlayer(const CPlayer &) = delete;
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/* --------------------------------------------------------------------------------------------
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* Copy assignment operator. (disabled)
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* Move constructor. (disabled)
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*/
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CPlayer & operator = (const CPlayer &);
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public:
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// --------------------------------------------------------------------------------------------
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static const Int32 Max;
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CPlayer(CPlayer &&) = delete;
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/* --------------------------------------------------------------------------------------------
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* Destructor.
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*/
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~CPlayer();
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/* --------------------------------------------------------------------------------------------
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* Copy assignment operator. (disabled)
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*/
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CPlayer & operator = (const CPlayer &) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move assignment operator. (disabled)
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*/
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CPlayer & operator = (CPlayer &&) = delete;
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/* --------------------------------------------------------------------------------------------
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* See whether this instance manages a valid entity.
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*/
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bool Validate() const
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void Validate() const
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{
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if (VALID_ENTITY(m_ID))
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return true;
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SqThrow("Invalid player reference [%s]", m_Tag.c_str());
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return false;
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if (INVALID_ENTITY(m_ID))
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SqThrowF("Invalid player reference [%s]", m_Tag.c_str());
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}
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/* --------------------------------------------------------------------------------------------
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@@ -84,27 +93,33 @@ public:
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/* --------------------------------------------------------------------------------------------
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* Used by the script engine to convert an instance of this type to a string.
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*/
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CSStr ToString() const;
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const String & ToString() const;
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/* --------------------------------------------------------------------------------------------
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* Used by the script engine to retrieve the name from instances of this type.
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*/
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static SQInteger Typename(HSQUIRRELVM vm);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the identifier of the entity managed by this instance.
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*/
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Int32 GetID() const { return m_ID; }
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/* --------------------------------------------------------------------------------------------
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* Retrieve the maximum possible identifier to an entity of this type.
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*/
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Int32 GetMaxID() const { return SQMOD_PLAYER_POOL; }
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Int32 GetID() const
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{
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return m_ID;
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}
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/* --------------------------------------------------------------------------------------------
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* Check whether this instance manages a valid entity.
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*/
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bool IsActive() const { return VALID_ENTITY(m_ID); }
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bool IsActive() const
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{
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return VALID_ENTITY(m_ID);
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}
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated user tag.
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*/
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CSStr GetTag() const;
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const String & GetTag() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user tag.
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@@ -121,141 +136,639 @@ public:
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*/
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void SetData(Object & data);
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// --------------------------------------------------------------------------------------------
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bool BindEvent(Int32 evid, Object & env, Function & func) const;
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/* --------------------------------------------------------------------------------------------
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* Bind to an event supported by this entity type.
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*/
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void BindEvent(Int32 evid, Object & env, Function & func) const;
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// --------------------------------------------------------------------------------------------
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/* --------------------------------------------------------------------------------------------
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* See if the managed player entity is streamed for the specified player.
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*/
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bool IsStreamedFor(CPlayer & player) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the class of the managed player entity.
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*/
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Int32 GetClass() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has administrator privileges.
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*/
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bool GetAdmin() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has administrator privileges.
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*/
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void SetAdmin(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the ip address of the managed player entity.
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*/
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CSStr GetIP() const;
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/* --------------------------------------------------------------------------------------------
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* Kick the managed player entity from the server.
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*/
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void Kick() const;
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/* --------------------------------------------------------------------------------------------
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* Ban the managed player entity from the server.
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*/
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void Ban() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is connected.
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*/
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bool IsConnected() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is spawned.
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*/
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bool IsSpawned() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the key of the managed player entity.
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*/
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Uint32 GetKey() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the world in which the managed player entity exists.
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*/
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Int32 GetWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the world in which the managed player entity exists.
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*/
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void SetWorld(Int32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the secondary world of the managed player entity.
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*/
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Int32 GetSecWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the secondary world of the managed player entity.
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*/
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void SetSecWorld(Int32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique world of the managed player entity.
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*/
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Int32 GetUniqueWorld() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is compatible with the specified world.
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*/
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bool IsWorldCompatible(Int32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the nick name of the managed player entity.
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*/
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CSStr GetName() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the nick name of the managed player entity.
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*/
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void SetName(CSStr name) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the team of the managed player entity.
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*/
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Int32 GetTeam() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the team of the managed player entity.
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*/
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void SetTeam(Int32 team) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the skin identifier of the managed player entity.
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*/
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Int32 GetSkin() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the skin identifier of the managed player entity.
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*/
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void SetSkin(Int32 skin) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the color of the managed player entity.
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*/
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const Color3 & GetColor() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the color of the managed player entity.
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*/
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void SetColor(const Color3 & color) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the color of the managed player entity.
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*/
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void SetColorEx(Uint8 r, Uint8 g, Uint8 b) const;
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/* --------------------------------------------------------------------------------------------
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* Force the managed player entity to spawn in the game.
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*/
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void ForceSpawn() const;
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/* --------------------------------------------------------------------------------------------
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* Force the managed player entity to select a class.
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*/
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void ForceSelect() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the money amount of the managed player entity.
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*/
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Int32 GetMoney() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the money amount of the managed player entity.
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*/
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void SetMoney(Int32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Give a certain amount of money to the managed player entity.
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*/
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void GiveMoney(Int32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the score of the managed player entity.
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*/
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Int32 GetScore() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the score of the managed player entity.
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*/
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void SetScore(Int32 score) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the connection latency of the managed player entity.
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*/
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Int32 GetPing() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the frames per second of the managed player entity.
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*/
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Float32 GetFPS() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is typing.
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*/
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bool IsTyping() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique user identifier of the managed player entity.
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*/
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CSStr GetUID() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique user identifier version 2 of the managed player entity.
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*/
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CSStr GetUID2() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current health of the managed player entity.
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*/
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Float32 GetHealth() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the health of the managed player entity.
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*/
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void SetHealth(Float32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current health of the managed player entity.
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*/
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Float32 GetArmor() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the health of the managed player entity.
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*/
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void SetArmor(Float32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the immunity flags of the managed player entity.
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*/
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Int32 GetImmunity() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the immunity flags of the managed player entity.
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*/
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void SetImmunity(Int32 flags) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position of the managed player entity.
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*/
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const Vector3 & GetPosition() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position of the managed player entity.
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*/
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void SetPosition(const Vector3 & pos) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position of the managed player entity.
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*/
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void SetPositionEx(Float32 x, Float32 y, Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the speed of the managed player entity.
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*/
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const Vector3 & GetSpeed() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void SetSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void SetSpeedEx(Float32 x, Float32 y, Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void AddSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void AddSpeedEx(Float32 x, Float32 y, Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the heading angle of the managed player entity.
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*/
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Float32 GetHeading() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the heading angle of the managed player entity.
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*/
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void SetHeading(Float32 angle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the alpha of the managed player entity.
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*/
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Int32 GetAlpha() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the alpha of the managed player entity.
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*/
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void SetAlpha(Int32 alpha, Int32 fade) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle status of the managed player entity.
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*/
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Int32 GetVehicleStatus() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the occupied vehicle slot by the managed player entity.
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*/
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Int32 GetOccupiedSlot() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle in which the managed player entity is embarked.
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*/
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Object & GetVehicle() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle identifier in which the managed player entity is embarked.
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*/
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Int32 GetVehicleID() const;
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/* --------------------------------------------------------------------------------------------
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||||
* See whether the managed player entity can be controlled.
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*/
|
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bool GetControllable() const;
|
||||
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/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity can be controlled.
|
||||
*/
|
||||
void SetControllable(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity can driveby.
|
||||
*/
|
||||
bool GetDriveby() const;
|
||||
|
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/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity can driveby.
|
||||
*/
|
||||
void SetDriveby(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity has white scanlines.
|
||||
*/
|
||||
bool GetWhiteScanlines() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity has white scanlines.
|
||||
*/
|
||||
void SetWhiteScanlines(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity has green scanlines.
|
||||
*/
|
||||
bool GetGreenScanlines() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity has green scanlines.
|
||||
*/
|
||||
void SetGreenScanlines(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity has widescreen.
|
||||
*/
|
||||
bool GetWidescreen() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity has widescreen.
|
||||
*/
|
||||
void SetWidescreen(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity displays markers.
|
||||
*/
|
||||
bool GetShowMarkers() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity displays markers.
|
||||
*/
|
||||
void SetShowMarkers(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity has attacking privileges.
|
||||
*/
|
||||
bool GetAttackPriv() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity has attacking privileges.
|
||||
*/
|
||||
void SetAttackPriv(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity has markers.
|
||||
*/
|
||||
bool GetHasMarker() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity has markers.
|
||||
*/
|
||||
void SetHasMarker(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity has chat tags.
|
||||
*/
|
||||
bool GetChatTags() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity has chat tags.
|
||||
*/
|
||||
void SetChatTags(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity is under drunk effects.
|
||||
*/
|
||||
bool GetDrunkEffects() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set whether the managed player entity is under drunk effects.
|
||||
*/
|
||||
void SetDrunkEffects(bool toggle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the weapon identifier of the managed player entity.
|
||||
*/
|
||||
Int32 GetWeapon() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the weapon of the managed player entity.
|
||||
*/
|
||||
void SetWeapon(Int32 wep, Int32 ammo) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Give a weapon of the managed player entity.
|
||||
*/
|
||||
void GiveWeapon(Int32 wep, Int32 ammo) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Strip the managed player entity of all weapons.
|
||||
*/
|
||||
void StripWeapons() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the camera position of the managed player entity.
|
||||
*/
|
||||
void SetCameraPosition(const Vector3 & pos, const Vector3 & aim) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the camera position of the managed player entity.
|
||||
*/
|
||||
void SetCameraPosition(Float32 xp, Float32 yp, Float32 zp, Float32 xa, Float32 ya, Float32 za) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Restore the camera position of the managed player entity.
|
||||
*/
|
||||
void RestoreCamera() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity has camera locked.
|
||||
*/
|
||||
bool IsCameraLocked() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the animation of the managed player entity.
|
||||
*/
|
||||
void SetAnimation(Int32 group, Int32 anim) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the wanted level of the managed player entity.
|
||||
*/
|
||||
Int32 GetWantedLevel() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the wanted level of the managed player entity.
|
||||
*/
|
||||
void SetWantedLevel(Int32 level) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the vehicle that the managed player entity is standing on.
|
||||
*/
|
||||
Object & StandingOnVehicle() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the object that the managed player entity is standing on.
|
||||
*/
|
||||
Object & StandingOnObject() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity is away.
|
||||
*/
|
||||
bool IsAway() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the player that the managed player entity is spectating.
|
||||
*/
|
||||
Object & GetSpectator() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Set the managed player entity to spectate the specified player entity.
|
||||
*/
|
||||
void SetSpectator(CPlayer & target) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity is burning.
|
||||
*/
|
||||
bool IsBurning() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* See whether the managed player entity is crouched.
|
||||
*/
|
||||
bool IsCrouched() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the current state of the managed player entity.
|
||||
*/
|
||||
Int32 GetState() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the current action of the managed player entity.
|
||||
*/
|
||||
Int32 GetAction() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the game keys of the managed player entity.
|
||||
*/
|
||||
Int32 GetGameKeys() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the aim position of the managed player entity.
|
||||
*/
|
||||
const Vector3 & GetAimPos() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the aim direction of the managed player entity.
|
||||
*/
|
||||
const Vector3 & GetAimDir() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Embark the managed player entity into the specified vehicle entity.
|
||||
*/
|
||||
void Embark(CVehicle & vehicle) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Embark the managed player entity into the specified vehicle entity.
|
||||
*/
|
||||
void Embark(CVehicle & vehicle, Int32 slot, bool allocate, bool warp) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Disembark the managed player entity from the currently embarked vehicle entity.
|
||||
*/
|
||||
void Disembark() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Redirect the managed player entity to the specified server.
|
||||
*/
|
||||
bool Redirect(CSStr ip, Uint32 port, CSStr nick, CSStr pass, CSStr user);
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the authority level of the managed player entity.
|
||||
*/
|
||||
Int32 GetAuthority() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the authority level of the managed player entity.
|
||||
*/
|
||||
void SetAuthority(Int32 level) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the message prefix at the specified index for the managed player entity.
|
||||
*/
|
||||
CSStr GetMessagePrefix(Uint32 index) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the message prefix at the specified index for the managed player entity.
|
||||
*/
|
||||
void SetMessagePrefix(Uint32 index, CSStr prefix) const;
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the message color for the managed player entity.
|
||||
*/
|
||||
Uint32 GetMessageColor() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the message color for the managed player entity.
|
||||
*/
|
||||
void SetMessageColor(Uint32 color) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the announcement style for the managed player entity.
|
||||
*/
|
||||
Int32 GetAnnounceStyle() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the announcement style for the managed player entity.
|
||||
*/
|
||||
void SetAnnounceStyle(Int32 style) const;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the position on the x axis of the managed player entity.
|
||||
*/
|
||||
Float32 GetPosX() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the position on the y axis of the managed player entity.
|
||||
*/
|
||||
Float32 GetPosY() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Retrieve the position on the z axis of the managed player entity.
|
||||
*/
|
||||
Float32 GetPosZ() const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the position on the x axis of the managed player entity.
|
||||
*/
|
||||
void SetPosX(Float32 x) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the position on the y axis of the managed player entity.
|
||||
*/
|
||||
void SetPosY(Float32 y) const;
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Modify the position on the z axis of the managed player entity.
|
||||
*/
|
||||
void SetPosZ(Float32 z) const;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Send a formatted colored message to the managed player entity.
|
||||
*/
|
||||
static SQInteger Msg(HSQUIRRELVM vm);
|
||||
static SQInteger MsgP(HSQUIRRELVM vm);
|
||||
static SQInteger MsgEx(HSQUIRRELVM vm);
|
||||
static SQInteger Message(HSQUIRRELVM vm);
|
||||
static SQInteger Announce(HSQUIRRELVM vm);
|
||||
static SQInteger AnnounceEx(HSQUIRRELVM vm);
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Send a formatted message with a prefix to the managed player entity.
|
||||
*/
|
||||
static SQInteger MsgP(HSQUIRRELVM vm);
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Send a formatted colored message to the managed player entity.
|
||||
*/
|
||||
static SQInteger MsgEx(HSQUIRRELVM vm);
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Send a formatted message to the managed player entity.
|
||||
*/
|
||||
static SQInteger Message(HSQUIRRELVM vm);
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Send a formatted announcement message to the managed player entity.
|
||||
*/
|
||||
static SQInteger Announce(HSQUIRRELVM vm);
|
||||
|
||||
/* --------------------------------------------------------------------------------------------
|
||||
* Send a formatted announcement message to the managed player entity.
|
||||
*/
|
||||
static SQInteger AnnounceEx(HSQUIRRELVM vm);
|
||||
};
|
||||
|
||||
} // Namespace:: SqMod
|
||||
|
||||
Reference in New Issue
Block a user