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SqMod/source/Entity/Player.hpp
2016-07-27 00:13:50 +03:00

971 lines
39 KiB
C++

#ifndef _ENTITY_PLAYER_HPP_
#define _ENTITY_PLAYER_HPP_
// ------------------------------------------------------------------------------------------------
#include "Base/Shared.hpp"
#include "Base/Buffer.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
/* ------------------------------------------------------------------------------------------------
* Circular locks employed by the player manager.
*/
enum PlayerCircularLocks
{
PCL_EMIT_PLAYER_OPTION = (1 << 0)
};
/* ------------------------------------------------------------------------------------------------
* Manages a single player entity.
*/
class CPlayer
{
// --------------------------------------------------------------------------------------------
friend class Core;
private:
// --------------------------------------------------------------------------------------------
static Color3 s_Color3;
static Vector3 s_Vector3;
// --------------------------------------------------------------------------------------------
static SQChar s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
/* --------------------------------------------------------------------------------------------
* Identifier of the managed entity.
*/
Int32 m_ID;
/* --------------------------------------------------------------------------------------------
* User tag associated with this instance.
*/
String m_Tag;
/* --------------------------------------------------------------------------------------------
* User data associated with this instance.
*/
Object m_Data;
/* --------------------------------------------------------------------------------------------
* Buffer used to generate client data.
*/
Buffer m_Buffer;
/* --------------------------------------------------------------------------------------------
* Prevent events from triggering themselves.
*/
Uint32 m_CircularLocks;
/* --------------------------------------------------------------------------------------------
* Base constructor.
*/
CPlayer(Int32 id);
public:
// --------------------------------------------------------------------------------------------
typedef String MsgPrefix[SQMOD_PLAYER_MSG_PREFIXES];
/* --------------------------------------------------------------------------------------------
* Maximum possible number that could represent an identifier for this entity type.
*/
static const Int32 Max;
/* --------------------------------------------------------------------------------------------
* The initial size of the allocated memory buffer when starting a new stream.
*/
Uint32 mBufferInitSize;
/* --------------------------------------------------------------------------------------------
* Default color to use in client messages.
*/
Uint32 mMessageColor;
/* --------------------------------------------------------------------------------------------
* Default style to use in client announcements.
*/
Int32 mAnnounceStyle;
/* --------------------------------------------------------------------------------------------
* Default ammo to give to the managed player when not specifying any.
*/
Int32 mDefaultAmmo;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client message automatically.
*/
String mMessagePrefix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client message automatically.
*/
String mMessagePostfix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client announcement automatically.
*/
String mAnnouncePrefix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client announcement automatically.
*/
String mAnnouncePostfix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client message automatically.
*/
MsgPrefix mMessagePrefixes;
/* --------------------------------------------------------------------------------------------
* Don't include the auto message prefix/postfix in already prefixed messages.
*/
bool mLimitPrefixPostfixMessage;
/* --------------------------------------------------------------------------------------------
* Copy constructor. (disabled)
*/
CPlayer(const CPlayer &) = delete;
/* --------------------------------------------------------------------------------------------
* Move constructor. (disabled)
*/
CPlayer(CPlayer &&) = delete;
/* --------------------------------------------------------------------------------------------
* Destructor.
*/
~CPlayer();
/* --------------------------------------------------------------------------------------------
* Copy assignment operator. (disabled)
*/
CPlayer & operator = (const CPlayer &) = delete;
/* --------------------------------------------------------------------------------------------
* Move assignment operator. (disabled)
*/
CPlayer & operator = (CPlayer &&) = delete;
/* --------------------------------------------------------------------------------------------
* See whether this instance manages a valid entity.
*/
void Validate() const
{
if (INVALID_ENTITY(m_ID))
{
STHROWF("Invalid player reference [%s]", m_Tag.c_str());
}
}
/* --------------------------------------------------------------------------------------------
* Used by the script engine to compare two instances of this type.
*/
Int32 Cmp(const CPlayer & o) const;
/* --------------------------------------------------------------------------------------------
* Used by the script engine to convert an instance of this type to a string.
*/
const String & ToString() const;
/* --------------------------------------------------------------------------------------------
* Used by the script engine to retrieve the name from instances of this type.
*/
static SQInteger Typename(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Retrieve the identifier of the entity managed by this instance.
*/
Int32 GetID() const
{
return m_ID;
}
/* --------------------------------------------------------------------------------------------
* Check whether this instance manages a valid entity.
*/
bool IsActive() const
{
return VALID_ENTITY(m_ID);
}
/* --------------------------------------------------------------------------------------------
* Retrieve the associated user tag.
*/
const String & GetTag() const;
/* --------------------------------------------------------------------------------------------
* Modify the associated user tag.
*/
void SetTag(CSStr tag);
/* --------------------------------------------------------------------------------------------
* Retrieve the associated user data.
*/
Object & GetData();
/* --------------------------------------------------------------------------------------------
* Modify the associated user data.
*/
void SetData(Object & data);
/* --------------------------------------------------------------------------------------------
* Bind to an event supported by this entity type.
*/
void BindEvent(Int32 evid, Object & env, Function & func) const;
/* --------------------------------------------------------------------------------------------
* Emit a custom event for the managed entity
*/
void CustomEvent(Int32 header, Object & payload) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is connected.
*/
bool IsConnected() const;
/* --------------------------------------------------------------------------------------------
* See if the managed player entity is streamed for the specified player.
*/
bool IsStreamedFor(CPlayer & player) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has administrator privileges.
*/
bool GetAdmin() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has administrator privileges.
*/
void SetAdmin(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the ip address of the managed player entity.
*/
CSStr GetIP() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique user identifier of the managed player entity.
*/
CSStr GetUID() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique user identifier version 2 of the managed player entity.
*/
CSStr GetUID2() const;
/* --------------------------------------------------------------------------------------------
* Kick the managed player entity from the server.
*/
void Kick() const;
/* --------------------------------------------------------------------------------------------
* Ban the managed player entity from the server.
*/
void Ban() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the key of the managed player entity.
*/
Uint32 GetKey() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the nick name of the managed player entity.
*/
CSStr GetName() const;
/* --------------------------------------------------------------------------------------------
* Modify the nick name of the managed player entity.
*/
void SetName(CSStr name) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current state of the managed player entity.
*/
Int32 GetState() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current option value of the managed player entity.
*/
Int32 GetOption(Int32 option_id) const;
/* --------------------------------------------------------------------------------------------
* Modify the current option value of the managed player entity.
*/
void SetOption(Int32 option_id, bool toggle);
/* --------------------------------------------------------------------------------------------
* Modify the current option value of the managed player entity.
*/
void SetOptionEx(Int32 option_id, bool toggle, Int32 header, Object & payload);
/* --------------------------------------------------------------------------------------------
* Retrieve the world in which the managed player entity exists.
*/
Int32 GetWorld() const;
/* --------------------------------------------------------------------------------------------
* Modify the world in which the managed player entity exists.
*/
void SetWorld(Int32 world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the secondary world of the managed player entity.
*/
Int32 GetSecondaryWorld() const;
/* --------------------------------------------------------------------------------------------
* Modify the secondary world of the managed player entity.
*/
void SetSecondaryWorld(Int32 world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique world of the managed player entity.
*/
Int32 GetUniqueWorld() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is compatible with the specified world.
*/
bool IsWorldCompatible(Int32 world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the class of the managed player entity.
*/
Int32 GetClass() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the team of the managed player entity.
*/
Int32 GetTeam() const;
/* --------------------------------------------------------------------------------------------
* Modify the team of the managed player entity.
*/
void SetTeam(Int32 team) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the skin identifier of the managed player entity.
*/
Int32 GetSkin() const;
/* --------------------------------------------------------------------------------------------
* Modify the skin identifier of the managed player entity.
*/
void SetSkin(Int32 skin) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the color of the managed player entity.
*/
const Color3 & GetColor() const;
/* --------------------------------------------------------------------------------------------
* Modify the color of the managed player entity.
*/
void SetColor(const Color3 & color) const;
/* --------------------------------------------------------------------------------------------
* Modify the color of the managed player entity.
*/
void SetColorEx(Uint8 r, Uint8 g, Uint8 b) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is spawned.
*/
bool IsSpawned() const;
/* --------------------------------------------------------------------------------------------
* Force the managed player entity to spawn in the game.
*/
void ForceSpawn() const;
/* --------------------------------------------------------------------------------------------
* Force the managed player entity to select a class.
*/
void ForceSelect() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is typing.
*/
bool IsTyping() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the money amount of the managed player entity.
*/
Int32 GetMoney() const;
/* --------------------------------------------------------------------------------------------
* Modify the money amount of the managed player entity.
*/
void SetMoney(Int32 amount) const;
/* --------------------------------------------------------------------------------------------
* Give a certain amount of money to the managed player entity.
*/
void GiveMoney(Int32 amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the score of the managed player entity.
*/
Int32 GetScore() const;
/* --------------------------------------------------------------------------------------------
* Modify the score of the managed player entity.
*/
void SetScore(Int32 score) 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 connection latency of the managed player entity.
*/
Int32 GetPing() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the frames per second of the managed player entity.
*/
Float32 GetFPS() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current health of the managed player entity.
*/
Float32 GetHealth() const;
/* --------------------------------------------------------------------------------------------
* Modify the health of the managed player entity.
*/
void SetHealth(Float32 amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current health of the managed player entity.
*/
Float32 GetArmor() const;
/* --------------------------------------------------------------------------------------------
* Modify the health of the managed player entity.
*/
void SetArmor(Float32 amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the immunity flags of the managed player entity.
*/
Int32 GetImmunity() const;
/* --------------------------------------------------------------------------------------------
* Modify the immunity flags of the managed player entity.
*/
void SetImmunity(Int32 flags) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position of the managed player entity.
*/
const Vector3 & GetPosition() const;
/* --------------------------------------------------------------------------------------------
* Modify the position of the managed player entity.
*/
void SetPosition(const Vector3 & pos) const;
/* --------------------------------------------------------------------------------------------
* Modify the position of the managed player entity.
*/
void SetPositionEx(Float32 x, Float32 y, Float32 z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the speed of the managed player entity.
*/
const Vector3 & GetSpeed() const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void SetSpeed(const Vector3 & vel) const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void SetSpeedEx(Float32 x, Float32 y, Float32 z) const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void AddSpeed(const Vector3 & vel) const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void AddSpeedEx(Float32 x, Float32 y, Float32 z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the heading angle of the managed player entity.
*/
Float32 GetHeading() const;
/* --------------------------------------------------------------------------------------------
* Modify the heading angle of the managed player entity.
*/
void SetHeading(Float32 angle) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the alpha of the managed player entity.
*/
Int32 GetAlpha() const;
/* --------------------------------------------------------------------------------------------
* Modify the alpha of the managed player entity.
*/
void SetAlpha(Int32 alpha) const;
/* --------------------------------------------------------------------------------------------
* Modify the alpha of the managed player entity.
*/
void SetAlphaEx(Int32 alpha, Int32 fade) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the aim position of the managed player entity.
*/
const Vector3 & GetAimPosition() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the aim direction of the managed player entity.
*/
const Vector3 & GetAimDirection() 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 action of the managed player entity.
*/
Int32 GetAction() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the game keys of the managed player entity.
*/
Int32 GetGameKeys() const;
/* --------------------------------------------------------------------------------------------
* Embark the managed player entity into the specified vehicle entity.
*/
bool Embark(CVehicle & vehicle) const;
/* --------------------------------------------------------------------------------------------
* Embark the managed player entity into the specified vehicle entity.
*/
bool Embark(CVehicle & vehicle, Int32 slot, bool allocate, bool warp) const;
/* --------------------------------------------------------------------------------------------
* Disembark the managed player entity from the currently embarked vehicle entity.
*/
void Disembark() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle status of the managed player entity.
*/
Int32 GetVehicleStatus() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the occupied vehicle slot by the managed player entity.
*/
Int32 GetVehicleSlot() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle in which the managed player entity is embarked.
*/
Object & GetVehicle() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle identifier in which the managed player entity is embarked.
*/
Int32 GetVehicleID() 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) const;
/* --------------------------------------------------------------------------------------------
* Modify the weapon of the managed player entity.
*/
void SetWeaponEx(Int32 wep, Int32 ammo) const;
/* --------------------------------------------------------------------------------------------
* Give a weapon of the managed player entity.
*/
void GiveWeapon(Int32 wep, Int32 ammo) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the active weapon ammo of the managed player entity.
*/
Int32 GetAmmo() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the weapon slot of the managed player entity.
*/
Int32 GetWeaponSlot() const;
/* --------------------------------------------------------------------------------------------
* Modify the weapon slot of the managed player entity.
*/
void SetWeaponSlot(Int32 slot) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the weapon identifier at the specified slot for the managed player entity.
*/
Int32 GetWeaponAtSlot(Int32 slot) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the ammo from the weapon at the specified slot for the managed player entity.
*/
Int32 GetAmmoAtSlot(Int32 slot) const;
/* --------------------------------------------------------------------------------------------
* Remove a certain weapon from the managed player entity.
*/
void RemoveWeapon(Int32 wep) 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 anim) const;
/* --------------------------------------------------------------------------------------------
* Modify the animation of the managed player entity.
*/
void SetAnimation(Int32 anim, Int32 group) 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;
/* --------------------------------------------------------------------------------------------
* Redirect the managed player entity to the specified server.
*/
void Redirect(CSStr ip, Uint32 port, CSStr nick, CSStr server_pass, CSStr user_pass);
/* --------------------------------------------------------------------------------------------
* Retrieve the authority level of the managed player entity.
*/
void PlaySound(Int32 sound_id) const;
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
Object & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius) const;
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
Object & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
Int32 header, Object & payload) const;
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
Object & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos,
const Color4 & color, Float32 radius) const;
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
Object & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos, const Color4 & color,
Float32 radius, Int32 header, Object & payload) const;
/* --------------------------------------------------------------------------------------------
* 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.
*/
const String & GetMessagePrefix(Uint32 index) const;
/* --------------------------------------------------------------------------------------------
* Modify the message prefix at the specified index for the managed player entity.
*/
void SetMessagePrefix(Uint32 index, CSStr prefix);
/* --------------------------------------------------------------------------------------------
* Retrieve the amount of tracked position changes for the managed player entity.
*/
SQInteger GetTrackPosition() const;
/* --------------------------------------------------------------------------------------------
* Modify the amount of tracked position changes for the managed player entity.
*/
void SetTrackPosition(SQInteger num) const;
/* --------------------------------------------------------------------------------------------
* Modify the amount of tracked position changes for the managed player entity.
*/
void SetTrackPositionEx(SQInteger num, Int32 header, const Object & payload) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the amount of tracked heading changes for the managed player entity.
*/
SQInteger GetTrackHeading() const;
/* --------------------------------------------------------------------------------------------
* Modify the amount of tracked heading changes for the managed player entity.
*/
void SetTrackHeading(SQInteger num) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known weapon for the managed player entity.
*/
Int32 GetLastWeapon() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known health for the managed player entity.
*/
Float32 GetLastHealth() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known armour for the managed player entity.
*/
Float32 GetLastArmour() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known heading for the managed player entity.
*/
Float32 GetLastHeading() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known position for the managed player entity.
*/
const Vector3 & GetLastPosition() const;
/* --------------------------------------------------------------------------------------------
* Start a new stream with the default size.
*/
void StartStream();
/* --------------------------------------------------------------------------------------------
* Start a new stream with a custom size.
*/
void StartStream(Uint32 size);
/* --------------------------------------------------------------------------------------------
* Retrieve the current cursor position of the stream buffer.
*/
Int32 GetBufferCursor() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current cursor position of the stream buffer.
*/
void SetBufferCursor(Int32 pos);
/* --------------------------------------------------------------------------------------------
* Write a 8bit byte to the stream buffer.
*/
void StreamByte(SQInteger val);
/* --------------------------------------------------------------------------------------------
* Write a 16bit short to the stream buffer.
*/
void StreamShort(SQInteger val);
/* --------------------------------------------------------------------------------------------
* Write a 32bit integer to the stream buffer.
*/
void StreamInt(SQInteger val);
/* --------------------------------------------------------------------------------------------
* Write a 32bit float to the stream buffer.
*/
void StreamFloat(SQFloat val);
/* --------------------------------------------------------------------------------------------
* Write a string to the stream buffer.
*/
void StreamString(CSStr val);
/* --------------------------------------------------------------------------------------------
* Write a raw string to the stream buffer.
*/
void StreamRawString(CSStr val);
/* --------------------------------------------------------------------------------------------
* Send the data in the stream buffer to the client.
*/
void FlushStream(bool reset);
/* --------------------------------------------------------------------------------------------
* Retrieve the total capacity of the buffer stream in bytes.
*/
Uint32 GetBufferCapacity() const;
/* --------------------------------------------------------------------------------------------
* Send the specified buffer contents to the managed player entity.
*/
void SendBuffer(const SqBuffer & buffer) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the x axis of the managed player entity.
*/
Float32 GetPositionX() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the y axis of the managed player entity.
*/
Float32 GetPositionY() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the z axis of the managed player entity.
*/
Float32 GetPositionZ() const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the x axis of the managed player entity.
*/
void SetPositionX(Float32 x) const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the y axis of the managed player entity.
*/
void SetPositionY(Float32 y) const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the z axis of the managed player entity.
*/
void SetPositionZ(Float32 z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the red color of the managed player entity.
*/
Int32 GetColorR() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the green color of the managed player entity.
*/
Int32 GetColorG() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the blue color of the managed player entity.
*/
Int32 GetColorB() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the red color of the managed player entity.
*/
void SetColorR(Int32 r) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the green color of the managed player entity.
*/
void SetColorG(Int32 g) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the blue color of the managed player entity.
*/
void SetColorB(Int32 b) const;
/* --------------------------------------------------------------------------------------------
* Send a formatted colored message to the managed player entity.
*/
static SQInteger Msg(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
#endif // _ENTITY_PLAYER_HPP_