mirror of
https://github.com/VCMP-SqMod/SqMod.git
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725 lines
31 KiB
C++
725 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 "Entity.hpp"
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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/* ------------------------------------------------------------------------------------------------
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* Class responsible for managing the referenced player instance.
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*/
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class CPlayer : public Reference< CPlayer >
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{
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// --------------------------------------------------------------------------------------------
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static CSkin s_Skin;
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static CWeapon s_Weapon;
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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[MAX_PLAYER_TEMPORARY_BUFFER];
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public:
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/* --------------------------------------------------------------------------------------------
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* Import the constructors, destructors and assignment operators from the base class.
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*/
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using RefType::Reference;
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/* --------------------------------------------------------------------------------------------
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* Construct a reference from a base reference.
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*/
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CPlayer(const Reference< CPlayer > & o);
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance has administrator privileges.
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*/
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SQInt32 GetLevel() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced player instance has administrator privileges.
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*/
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void SetLevel(SQInt32 toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Get whether referenced player instance uses the global or local message prefixes.
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*/
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bool GetLocalPrefixes() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether referenced player instance uses the global or local message prefixes.
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*/
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void SetLocalPrefixes(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Get whether referenced player instance uses the global or local message color.
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*/
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bool GetLocalMessageColor() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether referenced player instance uses the global or local message color.
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*/
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void SetLocalMessageColor(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Get whether referenced player instance uses the global or local announcement style.
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*/
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bool GetLocalAnnounceStyle() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether referenced player instance uses the global or local announcement style.
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*/
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void SetLocalAnnounceStyle(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the local message prefix at the specified index for the referenced player instance.
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*/
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const SQChar * GetMessagePrefix(SQUint32 index) const;
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/* --------------------------------------------------------------------------------------------
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* Change the local message prefix at the specified index for the referenced player instance.
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*/
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void SetMessagePrefix(SQUint32 index, const SQChar * prefix) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the local message color for the referenced player instance.
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*/
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SQUint32 GetMessageColor() const;
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/* --------------------------------------------------------------------------------------------
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* Change the local message color for the referenced player instance.
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*/
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void SetMessageColor(SQUint32 color) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the local announcement style for the referenced player instance.
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*/
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SQInt32 GetAnnounceStyle() const;
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/* --------------------------------------------------------------------------------------------
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* Change the local announcement style for the referenced player instance.
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*/
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void SetAnnounceStyle(SQInt32 style) const;
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/* --------------------------------------------------------------------------------------------
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* See if the referenced player instance is streamed for the specified player.
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*/
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bool IsStreamedFor(const Reference < CPlayer > & player) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the class of the referenced player instance.
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*/
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SQInt32 GetClass() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance 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 referenced player instance 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 referenced player instance.
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*/
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const SQChar * GetIP() const;
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/* --------------------------------------------------------------------------------------------
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* Kick the referenced player instance from the server.
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*/
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void Kick() const;
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/* --------------------------------------------------------------------------------------------
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* Ban the referenced player instance 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 referenced player instance is connected.
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*/
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bool IsConnected() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance 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 referenced player instance.
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*/
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SQUint32 GetKey() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the world in which the referenced player instance exists.
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*/
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SQInt32 GetWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Change the world in which the referenced player instance exists.
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*/
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void SetWorld(SQInt32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the secondary world of the referenced player instance.
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*/
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SQInt32 GetSecWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Change the secondary world of the referenced player instance.
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*/
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void SetSecWorld(SQInt32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique world of the referenced player instance.
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*/
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SQInt32 GetUniqueWorld() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance is compatible with the specified world.
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*/
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bool IsWorldCompatible(SQInt32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current state of the referenced player instance.
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*/
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SQInt32 GetState() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the nick name of the referenced player instance.
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*/
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const SQChar * GetName() const;
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/* --------------------------------------------------------------------------------------------
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* Change the nick name of the referenced player instance.
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*/
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void SetName(const SQChar * name) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the team of the referenced player instance.
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*/
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SQInt32 GetTeam() const;
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/* --------------------------------------------------------------------------------------------
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* Change the team of the referenced player instance.
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*/
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void SetTeam(SQInt32 team) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the skin of the referenced player instance.
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*/
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const CSkin & GetSkin() const;
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/* --------------------------------------------------------------------------------------------
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* Change the skin of the referenced player instance.
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*/
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void SetSkin(const CSkin & skin) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the skin identifier of the referenced player instance.
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*/
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SQInt32 GetSkinID() const;
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/* --------------------------------------------------------------------------------------------
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* Change the skin identifier of the referenced player instance.
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*/
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void SetSkinID(SQInt32 skin) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the color of the referenced player instance.
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*/
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const Color3 & GetColor() const;
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/* --------------------------------------------------------------------------------------------
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* Change the color of the referenced player instance.
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*/
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void SetColor(const Color3 & color) const;
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/* --------------------------------------------------------------------------------------------
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* Change the color of the referenced player instance.
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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 referenced player instance 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 referenced player instance 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 referenced player instance.
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*/
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SQInt32 GetMoney() const;
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/* --------------------------------------------------------------------------------------------
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* Change the money amount of the referenced player instance.
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*/
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void SetMoney(SQInt32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Give a certain amount of money to the referenced player instance.
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*/
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void GiveMoney(SQInt32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the score of the referenced player instance.
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*/
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SQInt32 GetScore() const;
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/* --------------------------------------------------------------------------------------------
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* Change the score of the referenced player instance.
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*/
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void SetScore(SQInt32 score) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the connection latency of the referenced player instance.
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*/
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SQInt32 GetPing() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the frames per second of the referenced player instance.
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*/
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SQFloat GetFPS() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance 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 referenced player instance.
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*/
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const SQChar * GetUID() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique user identifier version 2 of the referenced player instance.
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*/
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const SQChar * GetUID2() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current health of the referenced player instance.
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*/
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SQFloat GetHealth() const;
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/* --------------------------------------------------------------------------------------------
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* Change the health of the referenced player instance.
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*/
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void SetHealth(SQFloat amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current health of the referenced player instance.
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*/
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SQFloat GetArmour() const;
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/* --------------------------------------------------------------------------------------------
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* Change the health of the referenced player instance.
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*/
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void SetArmour(SQFloat amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the immunity flags of the referenced player instance.
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*/
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SQInt32 GetImmunity() const;
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/* --------------------------------------------------------------------------------------------
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* Change the immunity flags of the referenced player instance.
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*/
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void SetImmunity(SQInt32 flags) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position of the referenced player instance.
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*/
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const Vector3 & GetPosition() const;
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/* --------------------------------------------------------------------------------------------
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* Change the position of the referenced player instance.
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*/
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void SetPosition(const Vector3 & pos) const;
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/* --------------------------------------------------------------------------------------------
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* Change the position of the referenced player instance.
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*/
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void SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the speed of the referenced player instance.
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*/
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const Vector3 & GetSpeed() const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced player instance.
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*/
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void SetSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced player instance.
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*/
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void SetSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced player instance.
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*/
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void AddSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced player instance.
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*/
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void AddSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the heading angle of the referenced player instance.
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*/
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SQFloat GetHeading() const;
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/* --------------------------------------------------------------------------------------------
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* Change the heading angle of the referenced player instance.
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*/
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void SetHeading(SQFloat angle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the alpha of the referenced player instance.
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*/
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SQInt32 GetAlpha() const;
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/* --------------------------------------------------------------------------------------------
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* Change the alpha of the referenced player instance.
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*/
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void SetAlpha(SQInt32 alpha, SQInt32 fade) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle status of the referenced player instance.
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*/
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SQInt32 GetVehicleStatus() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the occupied vehicle slot by the referenced player instance.
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*/
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SQInt32 GetOccupiedSlot() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle in which the referenced player instance is embarked.
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*/
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Reference < CVehicle > GetVehicle() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle identifier in which the referenced player instance is embarked.
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*/
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SQInt32 GetVehicleID() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance 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 referenced player instance 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 referenced player instance can driveby.
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*/
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bool GetDriveby() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced player instance 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 referenced player instance 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 referenced player instance 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 referenced player instance 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 referenced player instance 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 referenced player instance has widescreen.
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*/
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bool GetWidescreen() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced player instance 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 referenced player instance displays markers.
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*/
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bool GetShowMarkers() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced player instance 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 referenced player instance 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 referenced player instance 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 referenced player instance has markers.
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*/
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bool GetHasMarker() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced player instance 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 referenced player instance 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 referenced player instance 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 referenced player instance 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 referenced player instance 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 of the referenced player instance.
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*/
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const CWeapon & GetWeapon() const;
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/* --------------------------------------------------------------------------------------------
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* Change the weapon of the referenced player instance.
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*/
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void SetWeapon(const CWeapon & wep) const;
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/* --------------------------------------------------------------------------------------------
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* Change the weapon of the referenced player instance.
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*/
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void SetWeaponEx(const CWeapon & wep, SQInt32 ammo) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the weapon identifier of the referenced player instance.
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*/
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SQInt32 GetWeaponID() const;
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/* --------------------------------------------------------------------------------------------
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* Change the weapon of the referenced player instance.
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*/
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void SetWeaponID(SQInt32 wep) const;
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/* --------------------------------------------------------------------------------------------
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* Change the weapon of the referenced player instance.
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*/
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void SetWeaponIDEx(SQInt32 wep, SQInt32 ammo) const;
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/* --------------------------------------------------------------------------------------------
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* Give a weapon of the referenced player instance.
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*/
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void GiveWeapon(const CWeapon & wep) const;
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/* --------------------------------------------------------------------------------------------
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* Give a weapon of the referenced player instance.
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*/
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void GiveWeaponEx(const CWeapon & wep, SQInt32 ammo) const;
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/* --------------------------------------------------------------------------------------------
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* Give a weapon of the referenced player instance.
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*/
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void GiveWeaponIDEx(SQInt32 wep, SQInt32 ammo) const;
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/* --------------------------------------------------------------------------------------------
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* Strip the referenced player instance of all weapons.
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*/
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void StripWeapons() const;
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/* --------------------------------------------------------------------------------------------
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* Change the camera position of the referenced player instance.
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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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* Restore the camera position of the referenced player instance.
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*/
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void RestoreCamera() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance has camera locked.
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*/
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bool IsCameraLocked() const;
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/* --------------------------------------------------------------------------------------------
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* Change the animation of the referenced player instance.
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*/
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void SetAnimation(SQInt32 group, SQInt32 anim) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the wanted level of the referenced player instance.
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*/
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SQInt32 GetWantedLevel() const;
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/* --------------------------------------------------------------------------------------------
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* Change the wanted level of the referenced player instance.
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*/
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void SetWantedLevel(SQInt32 level) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle that the referenced player instance is standing on.
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*/
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Reference < CVehicle > StandingOnVehicle() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the object that the referenced player instance is standing on.
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*/
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Reference < CObject > StandingOnObject() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance 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 referenced player instance is spectating.
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*/
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Reference < CPlayer > Spectating() const;
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/* --------------------------------------------------------------------------------------------
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* Set the referenced player instance to spectate the specified player instance.
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*/
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void Spectate(const Reference < CPlayer > & target) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance is burning.
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*/
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bool IsBurning() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced player instance is crouched.
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*/
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bool IsCrouched() const;
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|
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/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the current action of the referenced player instance.
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|
*/
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|
SQInt32 GetAction() const;
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|
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/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the game keys of the referenced player instance.
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|
*/
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|
SQInt32 GetGameKeys() const;
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|
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|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the aim position of the referenced player instance.
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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 referenced player instance.
|
|
*/
|
|
const Vector3 & GetAimDir() const;
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/* --------------------------------------------------------------------------------------------
|
|
* Embark the referenced player instance into the specified vehicle instance.
|
|
*/
|
|
void Embark(const Reference < CVehicle > & vehicle) const;
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|
|
/* --------------------------------------------------------------------------------------------
|
|
* Embark the referenced player instance into the specified vehicle instance.
|
|
*/
|
|
void Embark(const Reference < CVehicle > & vehicle, SQInt32 slot, bool allocate, bool warp) const;
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|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Disembark the referenced player instance from the currently embarked vehicle instance.
|
|
*/
|
|
void Disembark() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Redirect the referenced player instance to the specified server.
|
|
*/
|
|
bool Redirect(const SQChar * ip, SQUint32 port, const SQChar * nick, \
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|
const SQChar * pass, const SQChar * user);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a normal colored message to the referenced player instance.
|
|
*/
|
|
static SQInteger Msg(HSQUIRRELVM vm);
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|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a normal prefixed message to the referenced player instance.
|
|
*/
|
|
static SQInteger MsgP(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a normal colored message to the referenced player instance.
|
|
*/
|
|
static SQInteger MsgEx(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a normal message to the referenced player instance.
|
|
*/
|
|
static SQInteger Message(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send an announcement message to the referenced player instance.
|
|
*/
|
|
static SQInteger Announce(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a styled announcement message to the referenced player instance.
|
|
*/
|
|
static SQInteger AnnounceEx(HSQUIRRELVM vm);
|
|
|
|
protected:
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Fetch the message prefix that a certain player instance must use.
|
|
*/
|
|
static const SQChar * FetchMessagePrefix(SQInt32 player, SQUint32 index);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Fetch the message color that a certain player instance must use.
|
|
*/
|
|
static SQUint32 FetchMessageColor(SQInt32 player);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Fetch the announce type that a certain player instance must use.
|
|
*/
|
|
static SQInteger FetchAnnounceStyle(SQInt32 player);
|
|
};
|
|
|
|
} // Namespace:: SqMod
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|
#endif // _ENTITY_PLAYER_HPP_
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