279 lines
9.1 KiB
C
279 lines
9.1 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/player.h $*
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* *
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* $Author:: Bhayes $*
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* *
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* $Modtime:: 3/08/02 6:41p $*
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* *
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* $Revision:: 87 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSV_VER)
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#pragma once
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#endif
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "always.h"
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#include "playerdata.h"
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#include "bittype.h"
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#include "boolean.h"
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#include "netinterface.h"
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#include "networkobject.h"
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#include "netclassids.h"
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#include "wwstring.h"
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#include "gamespyauthmgr.h"
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#include "gamespybanlist.h"
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class Vector3;
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class ChunkSaveClass;
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class ChunkLoadClass;
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//------------------------------------------------------------------------------------
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//
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// Holds data about a player
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//
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class cPlayer : public PlayerDataClass, public NetworkObjectClass {
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public:
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friend class cPlayerManager; // so that only cPlayerManager can call ~cPlayer
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virtual uint32 Get_Network_Class_ID(void) const {return NETCLASSID_PLAYER;}
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virtual void Delete(void);
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void Init(void);
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void Mark_As_Modified(void);
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//
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// Client or server
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//
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cPlayer(void);
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bool Save(ChunkSaveClass & csave);
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bool Load(ChunkLoadClass & cload);
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int Get_Id(void) const {return Id;}
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void Set_Id(int id);
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void Set_Name(const WideStringClass & name);
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const WideStringClass & Get_Name(void) const {return Name;}
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virtual void Set_Score(float score);
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virtual void Increment_Score(float add);
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virtual void Set_Money(float money);
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virtual void Increment_Money(float add);
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int Get_Ladder_Points(void) const {return (int)LadderPoints;}
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void Set_Ladder_Points(int points);
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int Get_Kills(void) const {return (int)Kills;}
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void Increment_Kills(void);
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void Set_Kills(int new_kills);
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int Get_Deaths(void) const {return (int)Deaths;}
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void Increment_Deaths(void);
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void Set_Deaths(int new_deaths);
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int Get_Player_Type(void) const {return (int)PlayerType;}
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void Set_Player_Type(int type);
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bool Is_Team_Player(void);
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Vector3 Get_Color(void) const;
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float Get_Kill_To_Death_Ratio(void) const;
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void Get_Player_String(int rank, WideStringClass & string, bool force_verbose = false);
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unsigned long Get_WOL_ClanID(void) const {return ClanID;}
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void Set_WOL_ClanID(unsigned long id) {ClanID = id;}
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int Get_Wol_Rank(void) const {return (int)WolRank;}
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void Set_Wol_Rank(int wol_rank);
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unsigned short Get_WOL_Points(void) const
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{return WOLPoints;}
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void Set_WOL_Points(unsigned short points)
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{WOLPoints = points;}
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int Get_Rung(void) const {return (int)Rung;}
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void Set_Rung(int rung);
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int Get_Damage_Scale_Factor(void) const {return DamageScaleFactor;}
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void Set_Damage_Scale_Factor(int factor);
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void Set_Ping(int ping) {Ping = ping;}
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//int Get_Ping(void) {return Ping;}
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int Get_Ping(void);
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DWORD Get_Join_Time(void) const {return JoinTimeMs;}
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void Reset_Join_Time(void);
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DWORD Get_Total_Time(void) const {return TotalTimeMs;}
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void Increment_Total_Time(void);
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void Reset_Total_Time(void);
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ULONG Get_Ip_Address(void) const {return IpAddress;}
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void Set_Ip_Address(ULONG ip_address);
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int Get_Fps(void) const {return Fps;}
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void Set_Fps(int fps);
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//int Get_Avg_Ping(void) const;
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DWORD Get_Last_Update_Time_Ms(void) const {return LastUpdateTimeMs;}
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void Set_Last_Update_Time_Ms(DWORD time_ms);
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bool Is_Human(void) const {return Id >= 0;}
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virtual void Reset_Player(void);
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void Set_Is_In_Game(bool state);
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cBoolean & Get_Is_In_Game(void) {return IsInGame;}
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void Set_Is_Waiting_For_Intermission(bool state);
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cBoolean & Get_Is_Waiting_For_Intermission(void) {return IsWaitingForIntermission;}
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void Set_Is_Active(bool flag);
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cBoolean & Get_Is_Active(void) {return IsActive;}
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bool Is_Active(void) {return IsActive.Is_True();}
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bool Is_Alive_And_Kicking(void) const;
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//
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// Fast, in-game sorting support
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//
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void Set_Fast_Sort_Key(int key) { FastSortKey = key; }
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int Get_Fast_Sort_Key(void) { return FastSortKey; }
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//
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// Server-to-client data importing/exporting
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//
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virtual void Import_Creation(BitStreamClass &packet);
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virtual void Import_Rare(BitStreamClass &packet);
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virtual void Import_Occasional(BitStreamClass &packet);
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virtual void Export_Creation(BitStreamClass &packet);
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virtual void Export_Rare(BitStreamClass &packet);
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virtual void Export_Occasional(BitStreamClass &packet);
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enum {NUM_NEWBIE_GAMES = 5};
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void Set_Num_Wol_Games(int num_games);
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int Get_Num_Wol_Games(void) { return NumWolGames; }
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//
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// GameSpy support
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//
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void Set_GameSpy_Auth_State(GAMESPY_AUTH_STATE_ENUM state);
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GAMESPY_AUTH_STATE_ENUM Get_GameSpy_Auth_State(void) const {return GameSpyAuthState;}
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void Set_GameSpy_Auth_State_Entry_Time_Ms(DWORD time_ms);
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DWORD Get_GameSpy_Auth_State_Entry_Time_Ms(void) const {return GameSpyAuthStateEntryTimeMs;}
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void Set_GameSpy_Challenge_String(StringClass & challenge_string);
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void Set_GameSpy_Hash_Id(StringClass & hash_id);
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StringClass & Get_GameSpy_Challenge_String(void) {return GameSpyChallengeString;}
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StringClass & Get_GameSpy_Hash_Id(void) {return GameSpyHashId;}
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void Set_GameSpy_Kick_State(GAMESPY_KICK_STATE_ENUM state);
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GAMESPY_KICK_STATE_ENUM Get_GameSpy_Kick_State(void) const {return GameSpyKickState;}
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void Set_GameSpy_Kick_State_Entry_Time_Ms(DWORD time_ms);
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DWORD Get_GameSpy_Kick_State_Entry_Time_Ms(void) const {return GameSpyKickStateEntryTimeMs;}
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//
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// N.B. If you change the state of any of these on the server then you
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// need to call Mark_As_Modified.
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//
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cBoolean Invulnerable;
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static const int INVALID_ID;
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private:
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~cPlayer(void); // only the cPlayerManager can destroy...
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void On_Create(void);
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void On_Destroy(void);
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WideStringClass Name;
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int Id;
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safe_int LadderPoints;
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safe_int Kills;
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safe_int Deaths;
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safe_int PlayerType;
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safe_int Rung;
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safe_int WolRank;
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unsigned short WOLPoints;
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int DamageScaleFactor;
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int Ping;
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DWORD JoinTimeMs;
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DWORD TotalTimeMs;
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ULONG IpAddress;
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int Fps;
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DWORD LastUpdateTimeMs;
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int FastSortKey;
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int NumWolGames;
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cBoolean IsWaitingForIntermission;
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//
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// GameSpy support
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//
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GAMESPY_AUTH_STATE_ENUM GameSpyAuthState;
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DWORD GameSpyAuthStateEntryTimeMs;
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StringClass GameSpyChallengeString;
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StringClass GameSpyHashId;
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GAMESPY_KICK_STATE_ENUM GameSpyKickState;
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DWORD GameSpyKickStateEntryTimeMs;
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//
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// N.B. If you change the state of any of these on the server then you
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// need to call Mark_As_Modified.
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//
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cBoolean IsInGame;
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cBoolean IsActive;
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unsigned long ClanID;
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};
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//-----------------------------------------------------------------------------
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#endif // PLAYER_H
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//virtual void On_Kill(int victim_id);
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//virtual void On_Kill(int victim_id, int victim_team);
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