mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
Delete Minecraft.Client/Windows64/Player.h
This commit is contained in:
parent
5b9a3779dc
commit
92999fa267
|
|
@ -1,559 +0,0 @@
|
|||
#pragma once
|
||||
using namespace std;
|
||||
|
||||
#include "LivingEntity.h"
|
||||
#include "Definitions.h"
|
||||
#include "Abilities.h"
|
||||
#include "FoodData.h"
|
||||
#include "PlayerEnderChestContainer.h"
|
||||
#include "CommandSender.h"
|
||||
#include "ScoreHolder.h"
|
||||
|
||||
class AbstractContainerMenu;
|
||||
class Stats;
|
||||
class FishingHook;
|
||||
class EntityHorse;
|
||||
class ItemEntity;
|
||||
class Slot;
|
||||
class Pos;
|
||||
class TileEntity;
|
||||
class BeaconTileEntity;
|
||||
class FurnaceTileEntity;
|
||||
class DispenserTileEntity;
|
||||
class SignTileEntity;
|
||||
class BrewingStandTileEntity;
|
||||
class HopperTileEntity;
|
||||
class MinecartHopper;
|
||||
class Inventory;
|
||||
class Container;
|
||||
class FoodData;
|
||||
class DamageSource;
|
||||
class Merchant;
|
||||
class PlayerEnderChestContainer;
|
||||
class GameType;
|
||||
class Scoreboard;
|
||||
|
||||
class Player : public LivingEntity, public CommandSender, public ScoreHolder
|
||||
{
|
||||
public:
|
||||
static const int MAX_NAME_LENGTH = 16 + 4;
|
||||
static const int MAX_HEALTH = 20;
|
||||
static const int SLEEP_DURATION = 100;
|
||||
static const int WAKE_UP_DURATION = 10;
|
||||
|
||||
static const int CHAT_VISIBILITY_FULL = 0;
|
||||
static const int CHAT_VISIBILITY_SYSTEM = 1;
|
||||
static const int CHAT_VISIBILITY_HIDDEN = 2;
|
||||
|
||||
// 4J-PB - added for a red death fade in the gui
|
||||
static const int DEATHFADE_DURATION = 21;
|
||||
private:
|
||||
static const int FLY_ACHIEVEMENT_SPEED = 25;
|
||||
|
||||
static const int DATA_PLAYER_FLAGS_ID = 16;
|
||||
static const int DATA_PLAYER_ABSORPTION_ID = 17;
|
||||
static const int DATA_SCORE_ID = 18;
|
||||
|
||||
protected:
|
||||
static const int FLAG_HIDE_CAPE = 1;
|
||||
|
||||
public:
|
||||
shared_ptr<Inventory> inventory;
|
||||
|
||||
private:
|
||||
shared_ptr<PlayerEnderChestContainer> enderChestInventory;
|
||||
|
||||
public:
|
||||
AbstractContainerMenu *inventoryMenu;
|
||||
AbstractContainerMenu *containerMenu;
|
||||
|
||||
protected:
|
||||
FoodData foodData;
|
||||
int jumpTriggerTime;
|
||||
|
||||
public:
|
||||
BYTE userType;
|
||||
float oBob, bob;
|
||||
|
||||
wstring name;
|
||||
int takeXpDelay;
|
||||
|
||||
// 4J-PB - track custom skin
|
||||
wstring customTextureUrl;
|
||||
wstring customTextureUrl2;
|
||||
unsigned int m_uiPlayerCurrentSkin;
|
||||
void ChangePlayerSkin();
|
||||
|
||||
// 4J-PB - not needed, since cutomtextureurl2 is the same thing wstring cloakTexture;
|
||||
|
||||
double xCloakO, yCloakO, zCloakO;
|
||||
double xCloak, yCloak, zCloak;
|
||||
|
||||
// 4J-HG: store display name, added for Xbox One "game display name"
|
||||
wstring m_displayName;
|
||||
|
||||
protected:
|
||||
// player sleeping in bed?
|
||||
bool m_isSleeping;
|
||||
|
||||
public:
|
||||
Pos *bedPosition;
|
||||
|
||||
private:
|
||||
int sleepCounter; // animation timer
|
||||
int deathFadeCounter; // animation timer
|
||||
|
||||
public:
|
||||
float bedOffsetX, bedOffsetY, bedOffsetZ;
|
||||
Stats *stats;
|
||||
|
||||
private:
|
||||
Pos *respawnPosition;
|
||||
bool respawnForced;
|
||||
Pos *minecartAchievementPos;
|
||||
|
||||
//4J Gordon: These are in cms, every time they go > 1m they are entered into the stats
|
||||
int distanceWalk, distanceSwim, distanceFall, distanceClimb, distanceMinecart, distanceBoat, distancePig;
|
||||
|
||||
public:
|
||||
Abilities abilities;
|
||||
|
||||
int experienceLevel, totalExperience;
|
||||
float experienceProgress;
|
||||
|
||||
// 4J Stu - Made protected so that we can access it from MultiPlayerLocalPlayer
|
||||
protected:
|
||||
shared_ptr<ItemInstance> useItem;
|
||||
int useItemDuration;
|
||||
|
||||
protected:
|
||||
float defaultWalkSpeed;
|
||||
float defaultFlySpeed;
|
||||
|
||||
private:
|
||||
int lastLevelUpTime;
|
||||
|
||||
public:
|
||||
|
||||
eINSTANCEOF GetType() { return eTYPE_PLAYER; }
|
||||
|
||||
// 4J Added to default init
|
||||
void _init();
|
||||
|
||||
Player(Level *level, const wstring &name);
|
||||
virtual ~Player();
|
||||
|
||||
protected:
|
||||
virtual void registerAttributes();
|
||||
virtual void defineSynchedData();
|
||||
|
||||
public:
|
||||
shared_ptr<ItemInstance> getUseItem();
|
||||
int getUseItemDuration();
|
||||
bool isUsingItem(); int getTicksUsingItem();
|
||||
void releaseUsingItem();
|
||||
void stopUsingItem();
|
||||
virtual bool isBlocking();
|
||||
|
||||
// 4J Stu - Added for things that should only be ticked once per simulation frame
|
||||
virtual void updateFrameTick();
|
||||
|
||||
virtual void tick();
|
||||
virtual int getPortalWaitTime();
|
||||
virtual int getDimensionChangingDelay();
|
||||
virtual void playSound(int iSound, float volume, float pitch);
|
||||
|
||||
protected:
|
||||
void spawnEatParticles(shared_ptr<ItemInstance> useItem, int count);
|
||||
virtual void completeUsingItem();
|
||||
|
||||
public:
|
||||
virtual void handleEntityEvent(byte id);
|
||||
|
||||
protected:
|
||||
bool isImmobile();
|
||||
virtual void closeContainer();
|
||||
|
||||
public:
|
||||
virtual void ride(shared_ptr<Entity> e);
|
||||
void prepareCustomTextures();
|
||||
virtual void rideTick();
|
||||
virtual void resetPos();
|
||||
|
||||
protected:
|
||||
virtual void serverAiStep();
|
||||
|
||||
public:
|
||||
virtual void aiStep();
|
||||
|
||||
private:
|
||||
virtual void touch(shared_ptr<Entity> entity);
|
||||
|
||||
public:
|
||||
virtual int getScore();
|
||||
virtual void setScore(int value);
|
||||
virtual void increaseScore(int amount);
|
||||
virtual void die(DamageSource *source);
|
||||
virtual void awardKillScore(shared_ptr<Entity> victim, int awardPoints);
|
||||
virtual bool isShootable();
|
||||
bool isCreativeModeAllowed();
|
||||
virtual shared_ptr<ItemEntity> drop(bool all);
|
||||
shared_ptr<ItemEntity> drop(shared_ptr<ItemInstance> item);
|
||||
shared_ptr<ItemEntity> drop(shared_ptr<ItemInstance> item, bool randomly);
|
||||
|
||||
virtual shared_ptr<ItemEntity> dropall(bool all);
|
||||
shared_ptr<ItemEntity> dropall(shared_ptr<ItemInstance> item);
|
||||
shared_ptr<ItemEntity> dropall(shared_ptr<ItemInstance> item, bool randomly);
|
||||
protected:
|
||||
virtual void reallyDrop(shared_ptr<ItemEntity> thrownItem);
|
||||
|
||||
public:
|
||||
float getDestroySpeed(Tile *tile, bool hasProperTool);
|
||||
bool canDestroy(Tile *tile);
|
||||
virtual void readAdditionalSaveData(CompoundTag *entityTag);
|
||||
virtual void addAdditonalSaveData(CompoundTag *entityTag);
|
||||
virtual bool openContainer(shared_ptr<Container> container); // 4J - added bool return
|
||||
virtual bool openHopper(shared_ptr<HopperTileEntity> container);
|
||||
virtual bool openHopper(shared_ptr<MinecartHopper> container);
|
||||
virtual bool openHorseInventory(shared_ptr<EntityHorse> horse, shared_ptr<Container> container);
|
||||
virtual bool startEnchanting(int x, int y, int z, const wstring &name); // 4J - added bool return
|
||||
virtual bool startRepairing(int x, int y, int z); // 4J - added bool return
|
||||
virtual bool startCrafting(int x, int y, int z); // 4J - added bool return
|
||||
virtual bool openFireworks(int x, int y, int z); // 4J - added
|
||||
virtual float getHeadHeight();
|
||||
|
||||
// 4J-PB - added to keep the code happy with the change to make the third person view per player
|
||||
virtual int ThirdPersonView() {return 0;}
|
||||
virtual void SetThirdPersonView(int val) {}
|
||||
|
||||
protected:
|
||||
virtual void setDefaultHeadHeight();
|
||||
|
||||
public:
|
||||
shared_ptr<FishingHook> fishing;
|
||||
|
||||
virtual bool hurt(DamageSource *source, float dmg);
|
||||
virtual bool canHarmPlayer(shared_ptr<Player> target);
|
||||
virtual bool canHarmPlayer(wstring targetName); // 4J: Added for ServerPlayer when only player name is provided
|
||||
|
||||
protected:
|
||||
virtual void hurtArmor(float damage);
|
||||
|
||||
public:
|
||||
virtual int getArmorValue();
|
||||
virtual float getArmorCoverPercentage();
|
||||
|
||||
protected:
|
||||
virtual void actuallyHurt(DamageSource *source, float dmg);
|
||||
|
||||
public:
|
||||
using Entity::interact;
|
||||
|
||||
virtual bool openFurnace(shared_ptr<FurnaceTileEntity> container); // 4J - added bool return
|
||||
virtual bool openTrap(shared_ptr<DispenserTileEntity> container); // 4J - added bool return
|
||||
virtual void openTextEdit(shared_ptr<TileEntity> sign);
|
||||
virtual bool openBrewingStand(shared_ptr<BrewingStandTileEntity> brewingStand); // 4J - added bool return
|
||||
virtual bool openBeacon(shared_ptr<BeaconTileEntity> beacon);
|
||||
virtual bool openTrading(shared_ptr<Merchant> traderTarget, const wstring &name); // 4J - added bool return
|
||||
virtual void openItemInstanceGui(shared_ptr<ItemInstance> itemInstance);
|
||||
virtual bool interact(shared_ptr<Entity> entity);
|
||||
virtual shared_ptr<ItemInstance> getSelectedItem();
|
||||
void removeSelectedItem();
|
||||
virtual double getRidingHeight();
|
||||
virtual void attack(shared_ptr<Entity> entity);
|
||||
virtual void crit(shared_ptr<Entity> entity);
|
||||
virtual void magicCrit(shared_ptr<Entity> entity);
|
||||
virtual void respawn();
|
||||
|
||||
protected:
|
||||
static void animateRespawn(shared_ptr<Player> player, Level *level);
|
||||
|
||||
public:
|
||||
Slot *getInventorySlot(int slotId);
|
||||
virtual void remove();
|
||||
virtual bool isInWall();
|
||||
virtual bool isLocalPlayer();
|
||||
|
||||
enum BedSleepingResult
|
||||
{
|
||||
OK, NOT_POSSIBLE_HERE, NOT_POSSIBLE_NOW, TOO_FAR_AWAY, OTHER_PROBLEM, NOT_SAFE
|
||||
};
|
||||
|
||||
virtual BedSleepingResult startSleepInBed(int x, int y, int z, bool bTestUse = false);
|
||||
|
||||
private:
|
||||
void setBedOffset(int bedDirection);
|
||||
|
||||
public:
|
||||
/**
|
||||
*
|
||||
* @param forcefulWakeUp
|
||||
* If the player has been forced to wake up. When this happens,
|
||||
* the client will skip the wake-up animation. For example, when
|
||||
* the player is hurt or the bed is destroyed.
|
||||
* @param updateLevelList
|
||||
* If the level's sleeping player list needs to be updated. This
|
||||
* is usually the case.
|
||||
* @param saveRespawnPoint
|
||||
* TODO
|
||||
*/
|
||||
virtual void stopSleepInBed(bool forcefulWakeUp, bool updateLevelList, bool saveRespawnPoint);
|
||||
|
||||
private:
|
||||
bool checkBed();
|
||||
|
||||
public:
|
||||
static Pos *checkBedValidRespawnPosition(Level *level, Pos *pos, bool forced);
|
||||
float getSleepRotation();
|
||||
bool isSleeping();
|
||||
bool isSleepingLongEnough();
|
||||
int getSleepTimer();
|
||||
int getDeathFadeTimer();
|
||||
|
||||
protected:
|
||||
bool getPlayerFlag(int flag);
|
||||
void setPlayerFlag(int flag, bool value);
|
||||
|
||||
public:
|
||||
/**
|
||||
* This method is currently only relevant to client-side players. It will
|
||||
* try to load the messageId from the language file and display it to the
|
||||
* client.
|
||||
*/
|
||||
virtual void displayClientMessage(int messageId);
|
||||
virtual Pos *getRespawnPosition();
|
||||
virtual bool isRespawnForced();
|
||||
virtual void setRespawnPosition(Pos *respawnPosition, bool forced);
|
||||
virtual void awardStat(Stat *stat, byteArray param);
|
||||
|
||||
protected:
|
||||
void jumpFromGround();
|
||||
|
||||
public:
|
||||
virtual void travel(float xa, float ya);
|
||||
virtual float getSpeed();
|
||||
virtual void checkMovementStatistiscs(double dx, double dy, double dz);
|
||||
|
||||
private:
|
||||
void checkRidingStatistiscs(double dx, double dy, double dz);
|
||||
|
||||
bool m_bAwardedOnARail;
|
||||
|
||||
protected:
|
||||
virtual void causeFallDamage(float distance);
|
||||
|
||||
public:
|
||||
virtual void killed(shared_ptr<LivingEntity> mob);
|
||||
virtual void makeStuckInWeb();
|
||||
virtual Icon *getItemInHandIcon(shared_ptr<ItemInstance> item, int layer);
|
||||
virtual shared_ptr<ItemInstance> getArmor(int pos);
|
||||
virtual void increaseXp(int i);
|
||||
virtual void giveExperienceLevels(int amount);
|
||||
int getXpNeededForNextLevel();
|
||||
void causeFoodExhaustion(float amount);
|
||||
FoodData *getFoodData();
|
||||
bool canEat(bool magicalItem);
|
||||
bool isHurt();
|
||||
virtual void startUsingItem(shared_ptr<ItemInstance> instance, int duration);
|
||||
virtual bool mayDestroyBlockAt(int x, int y, int z);
|
||||
virtual bool mayUseItemAt(int x, int y, int z, int face, shared_ptr<ItemInstance> item);
|
||||
|
||||
protected:
|
||||
virtual int getExperienceReward(shared_ptr<Player> killedBy);
|
||||
virtual bool isAlwaysExperienceDropper();
|
||||
|
||||
public:
|
||||
virtual wstring getAName();
|
||||
virtual bool shouldShowName();
|
||||
virtual void restoreFrom(shared_ptr<Player> oldPlayer, bool restoreAll);
|
||||
|
||||
protected:
|
||||
bool makeStepSound();
|
||||
|
||||
public:
|
||||
void onUpdateAbilities();
|
||||
void setGameMode(GameType *mode);
|
||||
wstring getName();
|
||||
virtual wstring getDisplayName();
|
||||
virtual wstring getNetworkName(); // 4J: Added
|
||||
|
||||
virtual Level *getCommandSenderWorld();
|
||||
|
||||
shared_ptr<PlayerEnderChestContainer> getEnderChestInventory();
|
||||
|
||||
virtual shared_ptr<ItemInstance> getCarried(int slot);
|
||||
virtual shared_ptr<ItemInstance> getCarriedItem();
|
||||
virtual void setEquippedSlot(int slot, shared_ptr<ItemInstance> item);
|
||||
virtual bool isInvisibleTo(shared_ptr<Player> player);
|
||||
virtual ItemInstanceArray getEquipmentSlots();
|
||||
virtual bool isCapeHidden();
|
||||
virtual bool isPushedByWater();
|
||||
virtual Scoreboard *getScoreboard();
|
||||
virtual Team *getTeam();
|
||||
virtual void setAbsorptionAmount(float absorptionAmount);
|
||||
virtual float getAbsorptionAmount();
|
||||
|
||||
//////// 4J /////////////////
|
||||
|
||||
static int hash_fnct(const shared_ptr<Player> k);
|
||||
static bool eq_test(const shared_ptr<Player> x, const shared_ptr<Player> y);
|
||||
|
||||
// 4J Stu - Added to allow callback to tutorial to stay within Minecraft.Client
|
||||
// Overidden in LocalPlayer
|
||||
virtual void onCrafted(shared_ptr<ItemInstance> item) {}
|
||||
|
||||
// 4J Overriding this so that we can have some different default skins
|
||||
virtual int getTexture(); // 4J changed from wstring to int
|
||||
void setPlayerDefaultSkin(EDefaultSkins skin);
|
||||
EDefaultSkins getPlayerDefaultSkin() { return m_skinIndex; }
|
||||
virtual void setCustomSkin(DWORD skinId);
|
||||
DWORD getCustomSkin() {return m_dwSkinId; }
|
||||
virtual void setCustomCape(DWORD capeId);
|
||||
DWORD getCustomCape() {return m_dwCapeId; }
|
||||
|
||||
static DWORD getCapeIdFromPath(const wstring &cape);
|
||||
static wstring getCapePathFromId(DWORD capeId);
|
||||
static unsigned int getSkinAnimOverrideBitmask(DWORD skinId);
|
||||
|
||||
// 4J Added
|
||||
void setXuid(PlayerUID xuid);
|
||||
PlayerUID getXuid() { return m_xuid; }
|
||||
void setOnlineXuid(PlayerUID xuid) { m_OnlineXuid = xuid; }
|
||||
PlayerUID getOnlineXuid() { return m_OnlineXuid; }
|
||||
|
||||
void setPlayerIndex(DWORD dwIndex) { m_playerIndex = dwIndex; }
|
||||
DWORD getPlayerIndex() { return m_playerIndex; }
|
||||
|
||||
void setIsGuest(bool bVal) { m_bIsGuest = bVal; }
|
||||
bool isGuest() { return m_bIsGuest; }
|
||||
|
||||
void setShowOnMaps(bool bVal) { m_bShownOnMaps = bVal; }
|
||||
bool canShowOnMaps() { return m_bShownOnMaps && !getPlayerGamePrivilege(ePlayerGamePrivilege_Invisible); }
|
||||
|
||||
virtual void sendMessage(const wstring& message, ChatPacket::EChatPacketMessage type = ChatPacket::e_ChatCustom, int customData = -1, const wstring& additionalMessage = L"") { }
|
||||
private:
|
||||
PlayerUID m_xuid;
|
||||
PlayerUID m_OnlineXuid;
|
||||
|
||||
protected:
|
||||
bool m_bShownOnMaps;
|
||||
|
||||
bool m_bIsGuest;
|
||||
|
||||
private:
|
||||
EDefaultSkins m_skinIndex;
|
||||
DWORD m_dwSkinId,m_dwCapeId;
|
||||
|
||||
// 4J Added - Used to show which colour the player is on the map/behind their name
|
||||
DWORD m_playerIndex;
|
||||
|
||||
// 4J-PB - to track debug options from the server player
|
||||
unsigned int m_uiDebugOptions;
|
||||
|
||||
public:
|
||||
void SetDebugOptions(unsigned int uiVal) { m_uiDebugOptions=uiVal;}
|
||||
unsigned int GetDebugOptions(void) { return m_uiDebugOptions;}
|
||||
|
||||
void StopSleeping() {}
|
||||
|
||||
public:
|
||||
// If you add things here, you should also add a message to ClientConnection::displayPrivilegeChanges to alert players to changes
|
||||
enum EPlayerGamePrivileges
|
||||
{
|
||||
ePlayerGamePrivilege_CannotMine = 0, // Only checked if trust system is on
|
||||
ePlayerGamePrivilege_CannotBuild, // Only checked if trust system is on
|
||||
ePlayerGamePrivilege_CannotAttackMobs, // Only checked if trust system is on
|
||||
ePlayerGamePrivilege_CannotAttackPlayers, //Only checked if trust system is on
|
||||
ePlayerGamePrivilege_Op,
|
||||
ePlayerGamePrivilege_CanFly,
|
||||
ePlayerGamePrivilege_ClassicHunger,
|
||||
ePlayerGamePrivilege_Invisible,
|
||||
ePlayerGamePrivilege_Invulnerable,
|
||||
|
||||
ePlayerGamePrivilege_CreativeMode, // Used only to transfer across network, should never be used to determine if a player is in creative mode
|
||||
|
||||
ePlayerGamePrivilege_CannotAttackAnimals, // Only checked if trust system is on
|
||||
ePlayerGamePrivilege_CanUseDoorsAndSwitches, // Only checked if trust system is on
|
||||
ePlayerGamePrivilege_CanUseContainers, // Only checked if trust system is on
|
||||
|
||||
ePlayerGamePrivilege_CanToggleInvisible,
|
||||
ePlayerGamePrivilege_CanToggleFly,
|
||||
ePlayerGamePrivilege_CanToggleClassicHunger,
|
||||
ePlayerGamePrivilege_CanTeleport,
|
||||
|
||||
// Currently enum is used to bitshift into an unsigned int
|
||||
ePlayerGamePrivilege_MAX = 32,
|
||||
ePlayerGamePrivilege_All = 33,
|
||||
ePlayerGamePrivilege_HOST,
|
||||
};
|
||||
private:
|
||||
// 4J Added - Used to track what actions players have been allowed to perform by the host
|
||||
unsigned int m_uiGamePrivileges;
|
||||
|
||||
unsigned int getPlayerGamePrivilege(EPlayerGamePrivileges privilege);
|
||||
public:
|
||||
unsigned int getAllPlayerGamePrivileges() { return getPlayerGamePrivilege(ePlayerGamePrivilege_All); }
|
||||
|
||||
static unsigned int getPlayerGamePrivilege(unsigned int uiGamePrivileges, EPlayerGamePrivileges privilege);
|
||||
void setPlayerGamePrivilege(EPlayerGamePrivileges privilege, unsigned int value);
|
||||
static void setPlayerGamePrivilege(unsigned int &uiGamePrivileges, EPlayerGamePrivileges privilege, unsigned int value);
|
||||
|
||||
bool isAllowedToUse(Tile *tile);
|
||||
bool isAllowedToUse(shared_ptr<ItemInstance> item);
|
||||
bool isAllowedToInteract(shared_ptr<Entity> target);
|
||||
bool isAllowedToMine();
|
||||
bool isAllowedToAttackPlayers();
|
||||
bool isAllowedToAttackAnimals();
|
||||
bool isAllowedToHurtEntity(shared_ptr<Entity> target);
|
||||
bool isAllowedToFly();
|
||||
bool isAllowedToIgnoreExhaustion();
|
||||
bool isAllowedToTeleport();
|
||||
bool hasInvisiblePrivilege();
|
||||
bool hasInvulnerablePrivilege();
|
||||
bool isModerator();
|
||||
|
||||
static void enableAllPlayerPrivileges(unsigned int &uigamePrivileges, bool enable);
|
||||
void enableAllPlayerPrivileges(bool enable);
|
||||
|
||||
virtual bool canCreateParticles();
|
||||
|
||||
public:
|
||||
// 4J Stu - Added hooks for the game rules
|
||||
virtual void handleCollectItem(shared_ptr<ItemInstance> item) {}
|
||||
|
||||
vector<ModelPart *> *GetAdditionalModelParts();
|
||||
void SetAdditionalModelParts(vector<ModelPart *> *ppAdditionalModelParts);
|
||||
|
||||
#if defined(__PS3__) || defined(__ORBIS__)
|
||||
enum ePlayerNameValidState
|
||||
{
|
||||
ePlayerNameValid_NotSet=0,
|
||||
ePlayerNameValid_True,
|
||||
ePlayerNameValid_False
|
||||
};
|
||||
|
||||
ePlayerNameValidState GetPlayerNameValidState();
|
||||
void SetPlayerNameValidState(bool bState);
|
||||
#endif
|
||||
private:
|
||||
vector<ModelPart *> *m_ppAdditionalModelParts;
|
||||
bool m_bCheckedForModelParts;
|
||||
bool m_bCheckedDLCForModelParts;
|
||||
|
||||
#if defined(__PS3__) || defined(__ORBIS__)
|
||||
ePlayerNameValidState m_ePlayerNameValidState; // 4J-PB - to ensure we have the characters for this name in our font, or display a player number instead
|
||||
#endif
|
||||
};
|
||||
|
||||
struct PlayerKeyHash
|
||||
{
|
||||
inline int operator() (const shared_ptr<Player> k) const
|
||||
{ return Player::hash_fnct (k); }
|
||||
};
|
||||
|
||||
struct PlayerKeyEq
|
||||
{
|
||||
inline bool operator() (const shared_ptr<Player> x, const shared_ptr<Player> y) const
|
||||
{ return Player::eq_test (x, y); }
|
||||
};
|
||||
|
||||
Loading…
Reference in a new issue