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Phasor
Phasor
Halo
Game
Game.h
Go to the documentation of this file.
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#pragma once
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#include "../../../Common/Types.h"
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#include "
Objects.h
"
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#include "../Player.h"
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namespace
halo {
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struct
ident;
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struct
s_object_info;
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struct
s_tag_entry;
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namespace
server {
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struct
s_machine_info
;
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namespace
chat {
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struct
s_chat_data
;
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}
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}
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namespace
game {
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struct
s_chat_data;
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s_player
*
getPlayer
(
int
index);
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s_player
*
getPlayerFromRconId
(
unsigned
int
playerNum);
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s_player
*
getPlayerFromAddress
(
s_player_structure
* player);
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s_player
*
getPlayerFromObject
(
objects::s_halo_biped
* obj);
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s_player
*
getPlayerFromObjectId
(
ident
id
);
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s_player
*
getPlayerFromHash
(
const
std::string& hash);
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void
cleanupPlayers
(
bool
notify_scripts);
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// --------------------------------------------------------------------
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// Events
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// Called when a new game starts
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void
OnNewGame
(
const
char
* map);
// called from Server.cpp
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// Called when a game stage ends
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void
OnGameEnd
(
DWORD
mode);
// called form Server.cpp
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// Called when a player joins (after verification).
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void
__stdcall
OnPlayerWelcome
(
DWORD
playerId);
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// Called when a player quits
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void
__stdcall
OnPlayerQuit
(
DWORD
playerId);
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// Called when a player's team is being assigned
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DWORD
__stdcall
OnTeamSelection
(
DWORD
cur_team,
server::s_machine_info
* machine);
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// Called when a player tries to change team
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bool
__stdcall
OnTeamChange
(
DWORD
playerId,
DWORD
team);
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// Called when a player is about to spawn (object already created)
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void
__stdcall
OnPlayerSpawn
(
DWORD
playerId,
ident
m_objectId);
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// Called after the server has been notified of a player spawn
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void
__stdcall
OnPlayerSpawnEnd
(
DWORD
playerId,
ident
m_objectId);
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// Called when a weapon is created
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void
__stdcall
OnObjectCreation
(
ident
m_objectId);
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bool
__stdcall
OnObjectCreationAttempt
(
objects::s_object_creation_disposition
* creation_info);
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// Called when a weapon is assigned to an object
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DWORD
__stdcall
OnWeaponAssignment
(
DWORD
playerId,
ident
owningObjectId,
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s_object_info
* curWeapon,
DWORD
order);
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// Called when a player can interact with an object
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bool
__stdcall
OnObjectInteraction
(
DWORD
playerId,
ident
m_ObjId);
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// Called when a player's position is updated
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void
OnClientUpdate
(
s_player
& player);
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// Called when someone chats in the server
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void
__stdcall
OnChat
(
server::chat::s_chat_data
* chat);
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// Called when a player attempts to enter a vehicle
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bool
__stdcall
OnVehicleEntry
(
DWORD
playerId);
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// Called when a player is being ejected from a vehicle
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bool
__stdcall
OnVehicleEject
(
objects::s_halo_biped
* m_playerObject,
bool
forceEjected);
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// Called when a player dies
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void
__stdcall
OnPlayerDeath
(
DWORD
killerId,
DWORD
victimId,
DWORD
mode);
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// Called when a player gets a double kill, spree etc
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void
__stdcall
OnKillMultiplier
(
DWORD
playerId,
DWORD
multiplier);
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// Called when a weapon is reloaded
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bool
__stdcall
OnWeaponReload
(
ident
m_WeaponId);
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}}
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