658 lines
20 KiB
C++
658 lines
20 KiB
C++
#pragma once
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#include "StarUuid.hpp"
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#include "StarNetElementSystem.hpp"
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#include "StarItemDescriptor.hpp"
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#include "StarHumanoid.hpp"
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#include "StarToolUserEntity.hpp"
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#include "StarLoungingEntities.hpp"
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#include "StarChattyEntity.hpp"
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#include "StarEmoteEntity.hpp"
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#include "StarDamageBarEntity.hpp"
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#include "StarNametagEntity.hpp"
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#include "StarPortraitEntity.hpp"
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#include "StarInspectableEntity.hpp"
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#include "StarInventoryTypes.hpp"
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#include "StarActorMovementController.hpp"
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#include "StarNetworkedAnimator.hpp"
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#include "StarAiTypes.hpp"
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#include "StarItemBag.hpp"
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#include "StarArmorWearer.hpp"
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#include "StarEntityRendering.hpp"
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#include "StarToolUser.hpp"
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#include "StarPlayerTypes.hpp"
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#include "StarRadioMessageDatabase.hpp"
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#include "StarLuaComponents.hpp"
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#include "StarLuaActorMovementComponent.hpp"
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namespace Star {
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STAR_STRUCT(PlayerConfig);
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STAR_CLASS(Songbook);
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STAR_CLASS(WireConnector);
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STAR_CLASS(PlayerInventory);
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STAR_CLASS(PlayerBlueprints);
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STAR_CLASS(PlayerTech);
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STAR_CLASS(PlayerCompanions);
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STAR_CLASS(PlayerDeployment);
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STAR_CLASS(PlayerLog);
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STAR_CLASS(TechController);
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STAR_CLASS(ClientContext);
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STAR_CLASS(Statistics);
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STAR_CLASS(StatusController);
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STAR_CLASS(PlayerCodexes);
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STAR_CLASS(QuestManager);
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STAR_CLASS(InteractiveEntity);
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STAR_CLASS(PlayerUniverseMap);
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STAR_CLASS(UniverseClient);
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STAR_CLASS(Player);
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class Player :
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public virtual ToolUserEntity,
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public virtual LoungingEntity,
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public virtual ChattyEntity,
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public virtual InspectableEntity,
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public virtual DamageBarEntity,
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public virtual PortraitEntity,
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public virtual NametagEntity,
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public virtual PhysicsEntity,
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public virtual EmoteEntity {
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public:
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Player(PlayerConfigPtr config, Uuid uuid = Uuid());
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Player(PlayerConfigPtr config, ByteArray const& netStore);
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Player(PlayerConfigPtr config, Json const& diskStore);
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void diskLoad(Json const& diskStore);
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ClientContextPtr clientContext() const;
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void setClientContext(ClientContextPtr clientContext);
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StatisticsPtr statistics() const;
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void setStatistics(StatisticsPtr statistics);
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void setUniverseClient(UniverseClient* universeClient);
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QuestManagerPtr questManager() const;
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Json diskStore();
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ByteArray netStore();
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EntityType entityType() const override;
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ClientEntityMode clientEntityMode() const override;
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void init(World* world, EntityId entityId, EntityMode mode) override;
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void uninit() override;
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Vec2F position() const override;
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Vec2F velocity() const override;
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Vec2F mouthPosition() const override;
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Vec2F mouthPosition(bool ignoreAdjustments) const override;
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Vec2F mouthOffset(bool ignoreAdjustments = true) const;
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Vec2F feetOffset() const;
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Vec2F headArmorOffset() const;
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Vec2F chestArmorOffset() const;
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Vec2F legsArmorOffset() const;
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Vec2F backArmorOffset() const;
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// relative to current position
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RectF metaBoundBox() const override;
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// relative to current position
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RectF collisionArea() const override;
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pair<ByteArray, uint64_t> writeNetState(uint64_t fromStep = 0) override;
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void readNetState(ByteArray data, float interpolationStep = 0.0f) override;
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void enableInterpolation(float extrapolationHint = 0.0f) override;
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void disableInterpolation() override;
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virtual Maybe<HitType> queryHit(DamageSource const& source) const override;
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Maybe<PolyF> hitPoly() const override;
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List<DamageNotification> applyDamage(DamageRequest const& damage) override;
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List<DamageNotification> selfDamageNotifications() override;
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void hitOther(EntityId targetEntityId, DamageRequest const& damageRequest) override;
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void damagedOther(DamageNotification const& damage) override;
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List<DamageSource> damageSources() const override;
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bool shouldDestroy() const override;
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void destroy(RenderCallback* renderCallback) override;
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Maybe<EntityAnchorState> loungingIn() const override;
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bool lounge(EntityId loungeableEntityId, size_t anchorIndex);
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void stopLounging();
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void revive(Vec2F const& footPosition);
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List<Drawable> portrait(PortraitMode mode) const override;
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bool underwater() const;
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void setShifting(bool shifting);
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void special(int specialKey);
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void setMoveVector(Vec2F const& vec);
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void moveLeft();
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void moveRight();
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void moveUp();
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void moveDown();
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void jump();
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void dropItem();
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float toolRadius() const;
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float interactRadius() const override;
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void setInteractRadius(float interactRadius);
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List<InteractAction> pullInteractActions();
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uint64_t currency(String const& currencyType) const;
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float health() const override;
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float maxHealth() const override;
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DamageBarType damageBar() const override;
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float healthPercentage() const;
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float energy() const override;
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float maxEnergy() const;
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float energyPercentage() const;
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float energyRegenBlockPercent() const;
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bool energyLocked() const override;
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bool fullEnergy() const override;
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bool consumeEnergy(float energy) override;
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float foodPercentage() const;
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float breath() const;
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float maxBreath() const;
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float protection() const;
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bool forceNude() const;
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String description() const override;
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void setDescription(String const& description);
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List<LightSource> lightSources() const override;
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Direction walkingDirection() const override;
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Direction facingDirection() const override;
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Maybe<Json> receiveMessage(ConnectionId sendingConnection, String const& message, JsonArray const& args = {}) override;
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void update(float dt, uint64_t currentStep) override;
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void render(RenderCallback* renderCallback) override;
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void renderLightSources(RenderCallback* renderCallback) override;
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Json getGenericProperty(String const& name, Json const& defaultValue = Json()) const;
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void setGenericProperty(String const& name, Json const& value);
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PlayerInventoryPtr inventory() const;
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// Returns the number of items from this stack that could be
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// picked up from the world, using inventory tab filtering
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uint64_t itemsCanHold(ItemPtr const& items) const;
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// Adds items to the inventory, returning the overflow.
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// The items parameter is invalid after use.
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ItemPtr pickupItems(ItemPtr const& items);
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// Pick up all of the given items as possible, dropping the overflow.
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// The item parameter is invalid after use.
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void giveItem(ItemPtr const& item);
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void triggerPickupEvents(ItemPtr const& item);
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bool hasItem(ItemDescriptor const& descriptor, bool exactMatch = false) const;
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uint64_t hasCountOfItem(ItemDescriptor const& descriptor, bool exactMatch = false) const;
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// altough multiple entries may match, they might have different
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// serializations
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ItemDescriptor takeItem(ItemDescriptor const& descriptor, bool consumePartial = false, bool exactMatch = false);
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void giveItem(ItemDescriptor const& descriptor);
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// Clear the item swap slot.
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void clearSwap();
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void refreshArmor();
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void refreshItems();
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// Refresh worn equipment from the inventory
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void refreshEquipment();
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PlayerBlueprintsPtr blueprints() const;
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bool addBlueprint(ItemDescriptor const& descriptor, bool showFailure = false);
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bool blueprintKnown(ItemDescriptor const& descriptor) const;
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bool addCollectable(String const& collectionName, String const& collectableName);
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PlayerUniverseMapPtr universeMap() const;
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PlayerCodexesPtr codexes() const;
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PlayerTechPtr techs() const;
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void overrideTech(Maybe<StringList> const& techModules);
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bool techOverridden() const;
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PlayerCompanionsPtr companions() const;
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PlayerLogPtr log() const;
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InteractiveEntityPtr bestInteractionEntity(bool includeNearby);
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void interactWithEntity(InteractiveEntityPtr entity);
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// Aim this player's target at the given world position.
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void aim(Vec2F const& position);
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Vec2F aimPosition() const override;
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Vec2F armPosition(ToolHand hand, Direction facingDirection, float armAngle, Vec2F offset = {}) const override;
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Vec2F handOffset(ToolHand hand, Direction facingDirection) const override;
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Vec2F handPosition(ToolHand hand, Vec2F const& handOffset = {}) const override;
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ItemPtr handItem(ToolHand hand) const override;
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Vec2F armAdjustment() const override;
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void setCameraFocusEntity(Maybe<EntityId> const& cameraFocusEntity) override;
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void playEmote(HumanoidEmote emote) override;
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bool canUseTool() const;
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// "Fires" whatever is in the primary (left) item slot, or the primary fire
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// of the 2H item, at whatever the current aim position is. Will auto-repeat
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// depending on the item auto repeat setting.
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void beginPrimaryFire();
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// "Fires" whatever is in the alternate (right) item slot, or the alt fire of
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// the 2H item, at whatever the current aim position is. Will auto-repeat
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// depending on the item auto repeat setting.
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void beginAltFire();
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void endPrimaryFire();
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void endAltFire();
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// Triggered whenever the use key is pressed
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void beginTrigger();
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void endTrigger();
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ItemPtr primaryHandItem() const;
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ItemPtr altHandItem() const;
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Uuid uuid() const;
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PlayerMode modeType() const;
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void setModeType(PlayerMode mode);
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PlayerModeConfig modeConfig() const;
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ShipUpgrades shipUpgrades();
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void setShipUpgrades(ShipUpgrades shipUpgrades);
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void applyShipUpgrades(Json const& upgrades);
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String name() const override;
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void setName(String const& name);
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Maybe<String> statusText() const override;
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bool displayNametag() const override;
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Vec3B nametagColor() const override;
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Vec2F nametagOrigin() const override;
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void updateIdentity();
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void setBodyDirectives(String const& directives);
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void setEmoteDirectives(String const& directives);
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void setHairGroup(String const& group);
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void setHairType(String const& type);
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void setHairDirectives(String const& directives);
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void setFacialHairGroup(String const& group);
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void setFacialHairType(String const& type);
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void setFacialHairDirectives(String const& directives);
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void setFacialMaskGroup(String const& group);
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void setFacialMaskType(String const& type);
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void setFacialMaskDirectives(String const& directives);
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void setHair (String const& group, String const& type, String const& directives);
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void setFacialHair(String const& group, String const& type, String const& directives);
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void setFacialMask(String const& group, String const& type, String const& directives);
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String species() const override;
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void setSpecies(String const& species);
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Gender gender() const;
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void setGender(Gender const& gender);
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void setPersonality(Personality const& personality);
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void setImagePath(Maybe<String> const& imagePath);
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HumanoidPtr humanoid();
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HumanoidIdentity const& identity() const;
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void setIdentity(HumanoidIdentity identity);
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void setAdmin(bool isAdmin);
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bool isAdmin() const override;
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bool inToolRange() const override;
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bool inToolRange(Vec2F const& aimPos) const override;
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bool inInteractionRange() const;
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bool inInteractionRange(Vec2F aimPos) const;
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void addParticles(List<Particle> const& particles) override;
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void addSound(String const& sound, float volume = 1.0f, float pitch = 1.0f) override;
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bool wireToolInUse() const;
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void setWireConnector(WireConnector* wireConnector) const;
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void addEphemeralStatusEffects(List<EphemeralStatusEffect> const& statusEffects) override;
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ActiveUniqueStatusEffectSummary activeUniqueStatusEffectSummary() const override;
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float powerMultiplier() const override;
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bool isDead() const;
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void kill();
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void setFavoriteColor(Vec4B color);
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Vec4B favoriteColor() const override;
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// Starts the teleport animation sequence, locking player movement and
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// preventing some update code
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void teleportOut(String const& animationType = "default", bool deploy = false);
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void teleportIn();
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void teleportAbort();
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bool isTeleporting() const;
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bool isTeleportingOut() const;
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bool canDeploy();
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void deployAbort(String const& animationType = "default");
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bool isDeploying() const;
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bool isDeployed() const;
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void setBusyState(PlayerBusyState busyState);
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// A hard move to a specified location
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void moveTo(Vec2F const& footPosition);
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List<String> pullQueuedMessages();
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List<ItemPtr> pullQueuedItemDrops();
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void queueUIMessage(String const& message) override;
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void queueItemPickupMessage(ItemPtr const& item);
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void addChatMessage(String const& message);
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void addEmote(HumanoidEmote const& emote, Maybe<float> emoteCooldown = {});
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pair<HumanoidEmote, float> currentEmote() const;
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List<ChatAction> pullPendingChatActions() override;
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Maybe<String> inspectionLogName() const override;
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Maybe<String> inspectionDescription(String const& species) const override;
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float beamGunRadius() const override;
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bool instrumentPlaying() override;
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void instrumentEquipped(String const& instrumentKind) override;
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void interact(InteractAction const& action) override;
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void addEffectEmitters(StringSet const& emitters) override;
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void requestEmote(String const& emote) override;
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ActorMovementController* movementController() override;
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StatusController* statusController() override;
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List<PhysicsForceRegion> forceRegions() const override;
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StatusControllerPtr statusControllerPtr();
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ActorMovementControllerPtr movementControllerPtr();
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PlayerConfigPtr config();
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SongbookPtr songbook() const;
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void finalizeCreation();
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float timeSinceLastGaveDamage() const;
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EntityId lastDamagedTarget() const;
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bool invisible() const;
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void animatePortrait(float dt);
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bool isOutside();
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void dropSelectedItems(function<bool(ItemPtr)> filter);
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void dropEverything();
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bool isPermaDead() const;
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bool interruptRadioMessage();
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Maybe<RadioMessage> pullPendingRadioMessage();
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void queueRadioMessage(Json const& messageConfig, float delay = 0);
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void queueRadioMessage(RadioMessage message);
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// If a cinematic should play, returns it and clears it. May stop cinematics
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// by returning a null Json.
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Maybe<Json> pullPendingCinematic();
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void setPendingCinematic(Json const& cinematic, bool unique = false);
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void setInCinematic(bool inCinematic);
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Maybe<pair<Maybe<StringList>, float>> pullPendingAltMusic();
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Maybe<PlayerWarpRequest> pullPendingWarp();
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void setPendingWarp(String const& action, Maybe<String> const& animation = {}, bool deploy = false);
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Maybe<pair<Json, RpcPromiseKeeper<Json>>> pullPendingConfirmation();
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void queueConfirmation(Json const& dialogConfig, RpcPromiseKeeper<Json> const& resultPromise);
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AiState const& aiState() const;
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AiState& aiState();
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// In inspection mode, scannable, scanned, and interesting objects will be
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// rendered with special highlighting.
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bool inspecting() const;
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// Will return the highlight effect to give an inspectable entity when inspecting
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EntityHighlightEffect inspectionHighlight(InspectableEntityPtr const& inspectableEntity) const;
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Vec2F cameraPosition();
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using Entity::setTeam;
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NetworkedAnimatorPtr effectsAnimator();
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// We need to store ephemeral/large/always-changing networked properties that other clients can read. Candidates:
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// genericProperties:
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// Non-starter, is not networked.
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// statusProperties:
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// Nope! Changes to the status properties aren't networked efficiently - one change resends the whole map.
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// We can't fix that because it would break compatibility with vanilla servers.
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// effectsAnimator's globalTags:
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// Cursed, but viable.
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// Efficient networking due to using a NetElementMapWrapper.
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// Unfortunately values are Strings, so to work with Json we need to serialize/deserialize. Whatever.
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// Additionally, this is compatible with vanilla networking.
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// I call this a 'secret property'.
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// If the secret property exists as a serialized Json string, returns a view to it without deserializing.
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Maybe<StringView> getSecretPropertyView(String const& name) const;
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// Gets a secret Json property. It will be de-serialized.
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Json getSecretProperty(String const& name, Json defaultValue = Json()) const;
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// Sets a secret Json property. It will be serialized.
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void setSecretProperty(String const& name, Json const& value);
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private:
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enum class State {
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Idle,
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Walk,
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Run,
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Jump,
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Fall,
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Swim,
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SwimIdle,
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TeleportIn,
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TeleportOut,
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Crouch,
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Lounge
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};
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static EnumMap<State> const StateNames;
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typedef LuaMessageHandlingComponent<LuaStorableComponent<LuaActorMovementComponent<LuaUpdatableComponent<LuaWorldComponent<LuaBaseComponent>>>>> GenericScriptComponent;
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typedef shared_ptr<GenericScriptComponent> GenericScriptComponentPtr;
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typedef std::function<void(ItemPtr)> ItemSetFunc;
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// handle input and other events (master only) that happen BEFORE movement/tech controller updates
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void processControls();
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// state changes and effect animations (master and slave) that happen AFTER movement/tech controller updates
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void processStateChanges(float dt);
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void getNetStates(bool initial);
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void setNetStates();
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List<Drawable> drawables() const;
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List<OverheadBar> bars() const;
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List<Particle> particles();
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String getFootstepSound(Vec2I const& sensor) const;
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void tickShared(float dt);
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HumanoidEmote detectEmotes(String const& chatter);
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PlayerConfigPtr m_config;
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NetElementTopGroup m_netGroup;
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ClientContextPtr m_clientContext;
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StatisticsPtr m_statistics;
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QuestManagerPtr m_questManager;
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HumanoidPtr m_humanoid;
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PlayerInventoryPtr m_inventory;
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PlayerBlueprintsPtr m_blueprints;
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PlayerUniverseMapPtr m_universeMap;
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PlayerCodexesPtr m_codexes;
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PlayerTechPtr m_techs;
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PlayerCompanionsPtr m_companions;
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PlayerDeploymentPtr m_deployment;
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PlayerLogPtr m_log;
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UniverseClient* m_client; // required for celestial callbacks in scripts
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StringMap<GenericScriptComponentPtr> m_genericScriptContexts;
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JsonObject m_genericProperties;
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State m_state;
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HumanoidEmote m_emoteState;
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float m_footstepTimer;
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float m_teleportTimer;
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float m_emoteCooldownTimer;
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float m_blinkCooldownTimer;
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float m_lastDamagedOtherTimer;
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EntityId m_lastDamagedTarget;
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GameTimer m_ageItemsTimer;
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float m_footstepVolumeVariance;
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float m_landingVolume;
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bool m_landingNoisePending;
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bool m_footstepPending;
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String m_teleportAnimationType;
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NetworkedAnimatorPtr m_effectsAnimator;
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NetworkedAnimator::DynamicTarget m_effectsAnimatorDynamicTarget;
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float m_emoteCooldown;
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Vec2F m_blinkInterval;
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HashSet<MoveControlType> m_pendingMoves;
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Vec2F m_moveVector;
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bool m_shifting;
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ActorMovementParameters m_zeroGMovementParameters;
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List<DamageSource> m_damageSources;
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String m_description;
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PlayerMode m_modeType;
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PlayerModeConfig m_modeConfig;
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ShipUpgrades m_shipUpgrades;
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ToolUserPtr m_tools;
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ArmorWearerPtr m_armor;
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bool m_useDown;
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bool m_edgeTriggeredUse;
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Vec2F m_aimPosition;
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Maybe<EntityId> m_cameraFocusEntity;
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ActorMovementControllerPtr m_movementController;
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TechControllerPtr m_techController;
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StatusControllerPtr m_statusController;
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float m_foodLowThreshold;
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List<PersistentStatusEffect> m_foodLowStatusEffects;
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List<PersistentStatusEffect> m_foodEmptyStatusEffects;
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List<PersistentStatusEffect> m_inCinematicStatusEffects;
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HumanoidIdentity m_identity;
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bool m_identityUpdated;
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bool m_isAdmin;
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float m_interactRadius; // hand interact radius
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Vec2F m_walkIntoInteractBias; // offset on position to find an interactable
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// when not pointing at
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// an interactable with the mouse
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List<RpcPromise<InteractAction>> m_pendingInteractActions;
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List<Particle> m_callbackParticles;
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List<tuple<String, float, float>> m_callbackSounds;
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List<String> m_queuedMessages;
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List<ItemPtr> m_queuedItemPickups;
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List<ChatAction> m_pendingChatActions;
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StringSet m_missionRadioMessages;
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bool m_interruptRadioMessage;
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List<pair<GameTimer, RadioMessage>> m_delayedRadioMessages;
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Deque<RadioMessage> m_pendingRadioMessages;
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Maybe<Json> m_pendingCinematic;
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Maybe<pair<Maybe<StringList>, float>> m_pendingAltMusic;
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Maybe<PlayerWarpRequest> m_pendingWarp;
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Deque<pair<Json, RpcPromiseKeeper<Json>>> m_pendingConfirmations;
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AiState m_aiState;
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String m_chatMessage;
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bool m_chatMessageChanged;
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bool m_chatMessageUpdated;
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EffectEmitterPtr m_effectEmitter;
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SongbookPtr m_songbook;
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int m_hitDamageNotificationLimiter;
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int m_hitDamageNotificationLimit;
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StringSet m_interestingObjects;
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NetElementUInt m_stateNetState;
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NetElementBool m_shiftingNetState;
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NetElementFloat m_xAimPositionNetState;
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NetElementFloat m_yAimPositionNetState;
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NetElementData<HumanoidIdentity> m_identityNetState;
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NetElementData<EntityDamageTeam> m_teamNetState;
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NetElementEvent m_landedNetState;
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NetElementString m_chatMessageNetState;
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NetElementEvent m_newChatMessageNetState;
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|
NetElementString m_emoteNetState;
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};
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}
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