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dcomicboy

so easy

Mar 19th, 2014
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  1. CPlayerObj::CPlayerObj()
  2. : CCharacter()
  3. , m_vClientCameraOffset( 0.0f, 0.0f, 0.0f )
  4. , m_nClientCameraOffsetTimeReceivedMS( 0 )
  5. {
  6. m_bBlink = LTFALSE;
  7. m_bShortRecoil = LTTRUE;
  8.  
  9. m_nMotionStatus = MS_NONE;
  10. m_nWeaponStatus = WS_NONE;
  11. m_ePlayerLean = PL_CENTER;
  12.  
  13. m_dwFlags |= FLAG_FORCECLIENTUPDATE | FLAG_YROTATION;
  14. m_dwFlags &= ~FLAG_GRAVITY; // This is controlled by the client.
  15.  
  16. m_pPlayerAttachments = LTNULL;
  17.  
  18. m_eModelId = g_pModelButeMgr->GetModelId(DEFAULT_PLAYERNAME);
  19. m_eModelSkeleton = g_pModelButeMgr->GetModelSkeleton(m_eModelId);
  20.  
  21. // ResetObjectRelationMgr();
  22.  
  23. m_bFirstUpdate = true;
  24. m_bNewMission = true;
  25. m_bForceUpdateInterface = false;
  26. m_ClientMoveCode = 0;
  27. m_nCurContainers = 0;
  28. m_fOldHitPts = -1;
  29. m_fOldEnergy = -1;
  30. m_fOldArmor = -1;
  31. m_fOldAirLevel = MAX_AIR_LEVEL;
  32. m_fAirLevel = MAX_AIR_LEVEL;
  33. m_fOldModelAlpha = 1.0f;
  34. m_hClient = LTNULL;
  35. m_fLeashLen = DEFAULT_LEASHLEN;
  36. m_eState = PS_DEAD;
  37. m_bRespawnInvulnerability = false;
  38. m_bGriefProtected = false;
  39. m_bGodMode = LTFALSE;
  40. m_bAllowInput = LTTRUE;
  41. m_bCinematicInvulnerability = false;
  42. m_b3rdPersonView = LTFALSE;
  43.  
  44. m_bSpectatorMode = LTFALSE;
  45. m_bInvisible = false;
  46.  
  47. m_PStateChangeFlags = PSTATE_INITIAL;
  48.  
  49. m_ePPhysicsModel = PPM_NORMAL;
  50. m_hVehicleModel.SetReceiver( *this );
  51.  
  52. m_vOldModelColor.Init();
  53.  
  54. m_fWalkVel = g_pServerButeMgr->GetPlayerAttributeFloat(PLAYER_BUTE_WALKSPEED);
  55. m_fRunVel = g_pServerButeMgr->GetPlayerAttributeFloat(PLAYER_BUTE_RUNSPEED);
  56. m_fJumpVel = g_pServerButeMgr->GetPlayerAttributeFloat(PLAYER_BUTE_JUMPSPEED);
  57. m_fSuperJumpVel = g_pServerButeMgr->GetPlayerAttributeFloat(PLAYER_BUTE_SUPERJUMPSPEED);
  58. m_fLadderVel = g_pServerButeMgr->GetPlayerAttributeFloat(PLAYER_BUTE_LADDERSPEED);
  59. m_fSwimVel = g_pServerButeMgr->GetPlayerAttributeFloat(PLAYER_BUTE_SWIMSPEED);
  60. m_dwLastLoadFlags = LOAD_NEW_GAME;
  61. m_pClientSaveData = LTNULL;
  62. m_nRespawnCount = 0;
  63. m_bHasDoneHandshake = LTFALSE;
  64. m_eSoundPriority = SOUNDPRIORITY_PLAYER_HIGH;
  65. m_pnOldAmmo = LTNULL;
  66.  
  67. uint8 nNumAmmoTypes = g_pWeaponMgr->GetNumAmmoIds();
  68.  
  69. if (nNumAmmoTypes > 0)
  70. {
  71. m_pnOldAmmo = debug_newa(int, nNumAmmoTypes);
  72. memset(m_pnOldAmmo, 0, nNumAmmoTypes);
  73. }
  74.  
  75. m_Cameras.Init(LTFALSE);
  76. m_bCameraListBuilt = LTFALSE;
  77. m_Skills.Init();
  78. m_pAnimator = &m_Animator;
  79. m_fSoundRadius = DEFAULT_PLAYERSOUND_RADIUS;
  80. m_bChatting = LTFALSE;
  81. m_bReadyToExit = LTFALSE;
  82. m_bForceDuck = LTFALSE;
  83. m_bRespawnCalled = LTFALSE;
  84. m_vLastClientPos.Init();
  85. m_bUseLeash = LTFALSE;
  86. m_fHiddenTimer = 0.0f;
  87. m_fHideDuration = 3.0f;
  88. m_bHiding = LTFALSE;
  89. m_bHidden = LTFALSE;
  90. m_hCarriedObject.SetReceiver( *this );
  91. m_bCanDropBody = false;
  92. m_bCarryingAI = false;
  93. m_eLeanVisibleStimID = kStimID_Unset;
  94. m_hDeadBody = LTNULL;
  95. m_fLastVehicleFootstepTime = 0.0f;
  96.  
  97. if(!s_vtBaseHealRate.IsInitted())
  98. {
  99. s_vtBaseHealRate.Init(g_pLTServer, "BaseHealRate", NULL, 0.2f);
  100. }
  101. if(!s_vtWalkHealRate.IsInitted())
  102. {
  103. s_vtWalkHealRate.Init(g_pLTServer, "WalkHealRate", NULL, 0.1f);
  104. }
  105.  
  106. m_bVisibleToEnemyAI = false;
  107.  
  108. // Add this instance to a list of all PlayerObj's.
  109. m_lstPlayerObjs.push_back( this );
  110. m_bSendStartLevelCommand = false;
  111. m_bClientLoaded = false;
  112. m_nControlFlags = 0;
  113. m_vLastGoodDropPos.Init( 0.0f, 0.0f, 0.0f );
  114. m_ActivationData.Init();
  115. m_rFullPlayerRot.Init();
  116. m_vSavedVelocity.Init();
  117. m_dwSavedObjectFlags = 0;
  118. m_nSaveVersion = 0;
  119. m_bUsedStartPoint = false;
  120. m_bCanBeRevived = false;
  121. m_nRequestedTeam = INVALID_TEAM;
  122.  
  123. }
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