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https://github.com/Jous99/F4MP.git
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61 lines
No EOL
1.6 KiB
C++
61 lines
No EOL
1.6 KiB
C++
#pragma once
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#include "Character.h"
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#include <memory>
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namespace f4mp
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{
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class Player : public Character
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{
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private:
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UInt32 entityID;
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zpl_vec3 prevPosition;
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zpl_vec3 displacement;
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client::AppearanceData appearance;
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client::WornItemsData wornItems;
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// TODO: might wanna move them to the Entity class.
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// NOTE: in that case, fix the ~EntVar~ functions to also work with the Entity class.
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std::unordered_map<std::string, SInt32> integers;
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public:
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static int GetWalkDir(const zpl_vec2& displacement, float lookAngle);
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static void SetAppearance(TESNPC* actorBase, const AppearanceData& appearance);
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static void SetWornItems(Actor* actor, const WornItemsData& wornItems);
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Player();
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void OnConnect(Actor* player, TESNPC* playerActorBase);
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void OnConnectRequest(librg_event* event) override;
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void OnConnectAccept(librg_event* event) override;
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void OnDisonnect(librg_event* event) override;
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void OnEntityCreate(librg_event* event) override;
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void OnEntityUpdate(librg_event* event) override;
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void OnEntityRemove(librg_event* event) override;
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void OnClientUpdate(librg_event* event) override;
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void OnTick() override;
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SInt32 GetInteger(const std::string& name) const;
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void SetInteger(const std::string& name, SInt32 integer);
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SInt32 GetAnimStateID() const;
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const std::string& GetAnimState() const;
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void SetAnimStateID(SInt32 id);
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void SetAnimState(const std::string& name);
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UInt32 GetEntityID() const;
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const client::AppearanceData& GetAppearance() const;
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const client::WornItemsData& GetWornItems() const;
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const zpl_vec3& GetDisplacement() const;
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float GetLookAngle() const;
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};
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} |