mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 08:47:17 +01:00
8088ba94c2
Moved the functions that extract base types from strings as static functions under the associated type. Revised some of the base shared code. Fixed some of the functions in the String library that did not take into account the null terminator.
778 lines
31 KiB
C++
778 lines
31 KiB
C++
#ifndef _ENTITY_PLAYER_HPP_
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#define _ENTITY_PLAYER_HPP_
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// ------------------------------------------------------------------------------------------------
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#include "Base/Shared.hpp"
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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/* ------------------------------------------------------------------------------------------------
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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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// --------------------------------------------------------------------------------------------
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friend class Core;
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private:
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// --------------------------------------------------------------------------------------------
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static Color3 s_Color3;
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static Vector3 s_Vector3;
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// --------------------------------------------------------------------------------------------
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static SQChar s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
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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 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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* Base constructor.
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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 &) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move constructor. (disabled)
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*/
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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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void Validate() const
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{
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if (INVALID_ENTITY(m_ID))
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{
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STHROWF("Invalid player reference [%s]", m_Tag.c_str());
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}
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}
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/* --------------------------------------------------------------------------------------------
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* Used by the script engine to compare two instances of this type.
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*/
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Int32 Cmp(const CPlayer & o) const;
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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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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
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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
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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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const String & GetTag() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user tag.
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*/
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void SetTag(CSStr tag);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated user data.
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*/
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Object & GetData();
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user data.
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*/
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void SetData(Object & data);
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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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* 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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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity can be controlled.
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*/
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void SetControllable(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity can driveby.
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*/
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bool GetDriveby() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity can driveby.
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*/
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void SetDriveby(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has white scanlines.
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*/
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bool GetWhiteScanlines() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has white scanlines.
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*/
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void SetWhiteScanlines(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has green scanlines.
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*/
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bool GetGreenScanlines() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has green scanlines.
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*/
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void SetGreenScanlines(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has widescreen.
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*/
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bool GetWidescreen() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has widescreen.
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*/
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void SetWidescreen(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity displays markers.
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*/
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bool GetShowMarkers() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity displays markers.
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*/
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void SetShowMarkers(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has attacking privileges.
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*/
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bool GetAttackPriv() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has attacking privileges.
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*/
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void SetAttackPriv(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has markers.
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*/
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bool GetHasMarker() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has markers.
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*/
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void SetHasMarker(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has chat tags.
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*/
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bool GetChatTags() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has chat tags.
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*/
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void SetChatTags(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is under drunk effects.
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*/
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bool GetDrunkEffects() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity is under drunk effects.
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*/
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void SetDrunkEffects(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the weapon identifier of the managed player entity.
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*/
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Int32 GetWeapon() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the weapon of the managed player entity.
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*/
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void SetWeapon(Int32 wep, Int32 ammo) const;
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/* --------------------------------------------------------------------------------------------
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* Give a weapon of the managed player entity.
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*/
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void GiveWeapon(Int32 wep, Int32 ammo) const;
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/* --------------------------------------------------------------------------------------------
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* Strip the managed player entity of all weapons.
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*/
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void StripWeapons() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the camera position of the managed player entity.
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*/
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void SetCameraPosition(const Vector3 & pos, const Vector3 & aim) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the camera position of the managed player entity.
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*/
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void SetCameraPosition(Float32 xp, Float32 yp, Float32 zp, Float32 xa, Float32 ya, Float32 za) const;
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/* --------------------------------------------------------------------------------------------
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* Restore the camera position of the managed player entity.
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*/
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void RestoreCamera() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has camera locked.
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*/
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bool IsCameraLocked() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the animation of the managed player entity.
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*/
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void SetAnimation(Int32 group, Int32 anim) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the wanted level of the managed player entity.
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*/
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Int32 GetWantedLevel() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the wanted level of the managed player entity.
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*/
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void SetWantedLevel(Int32 level) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle that the managed player entity is standing on.
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*/
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Object & StandingOnVehicle() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the object that the managed player entity is standing on.
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*/
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Object & StandingOnObject() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is away.
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*/
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bool IsAway() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the player that the managed player entity is spectating.
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*/
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Object & GetSpectator() const;
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/* --------------------------------------------------------------------------------------------
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* Set the managed player entity to spectate the specified player entity.
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*/
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void SetSpectator(CPlayer & target) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is burning.
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*/
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bool IsBurning() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is crouched.
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*/
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bool IsCrouched() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current state of the managed player entity.
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*/
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Int32 GetState() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current action of the managed player entity.
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*/
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Int32 GetAction() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the game keys of the managed player entity.
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*/
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Int32 GetGameKeys() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the aim position of the managed player entity.
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*/
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const Vector3 & GetAimPos() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the aim direction of the managed player entity.
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*/
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const Vector3 & GetAimDir() const;
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/* --------------------------------------------------------------------------------------------
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* Embark the managed player entity into the specified vehicle entity.
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*/
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void Embark(CVehicle & vehicle) const;
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/* --------------------------------------------------------------------------------------------
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* Embark the managed player entity into the specified vehicle entity.
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*/
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void Embark(CVehicle & vehicle, Int32 slot, bool allocate, bool warp) const;
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/* --------------------------------------------------------------------------------------------
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* Disembark the managed player entity from the currently embarked vehicle entity.
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*/
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void Disembark() const;
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/* --------------------------------------------------------------------------------------------
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* Redirect the managed player entity to the specified server.
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*/
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bool Redirect(CSStr ip, Uint32 port, CSStr nick, CSStr pass, CSStr user);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the authority level of the managed player entity.
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*/
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Int32 GetAuthority() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the authority level of the managed player entity.
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*/
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void SetAuthority(Int32 level) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the message prefix at the specified index for the managed player entity.
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|
*/
|
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CSStr GetMessagePrefix(Uint32 index) const;
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|
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/* --------------------------------------------------------------------------------------------
|
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* Modify the message prefix at the specified index for the managed player entity.
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|
*/
|
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void SetMessagePrefix(Uint32 index, CSStr prefix) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the message color for the managed player entity.
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|
*/
|
|
Uint32 GetMessageColor() const;
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|
|
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/* --------------------------------------------------------------------------------------------
|
|
* Modify the message color for the managed player entity.
|
|
*/
|
|
void SetMessageColor(Uint32 color) const;
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|
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/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the announcement style for the managed player entity.
|
|
*/
|
|
Int32 GetAnnounceStyle() const;
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|
|
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/* --------------------------------------------------------------------------------------------
|
|
* Modify the announcement style for the managed player entity.
|
|
*/
|
|
void SetAnnounceStyle(Int32 style) const;
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|
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/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the position on the x axis of the managed player entity.
|
|
*/
|
|
Float32 GetPosX() const;
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|
|
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/* --------------------------------------------------------------------------------------------
|
|
* 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;
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|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* 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);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* 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
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#endif // _ENTITY_PLAYER_HPP_
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