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/**
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* Represents a connected player connection and serves to provide access to
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* both it's server data and in-game pawn representation.
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* Unlike `User`, - changes when player reconnects to the server.
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* This object SHOULD NOT be created manually, please rely on
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* Acedia for that.
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* Due to being relatively rarely created, does not use object pools,
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* which simplifies their usage and comparison.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia 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, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia 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 Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class APlayer extends AcediaObject;
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// How this `APlayer` is identified by the server
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var private User identity;
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// Writer that can be used to write into this player's console
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var private ConsoleWriter consoleInstance;
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// Remember version to reallocate writer in case someone deallocates it
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var private int consoleLifeVersion;
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var private NativeActorRef controller;
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// These variables record name of this player;
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// `hashedName` is used to track outside changes that bypass our getter/setter.
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var private Text textName;
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var private string hashedName;
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// Describes the player's admin status (as defined by standard KF classes)
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enum AdminStatus
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{
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// Not an admin
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AS_None,
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// (Publicly visible) admin
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AS_Admin,
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// Admin with their admin status hidden
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AS_SilentAdmin
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};
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protected function Finalizer()
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{
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_.memory.Free(controller);
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controller = none;
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}
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/**
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* Returns location of the caller `APlayer`.
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*
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* @return If caller `APlayer` has a pawn, then it's location will be returned,
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* otherwise a location caller `APlayer` is currently spectating the map from
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* will be returned.
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*/
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public final function Vector GetLocation()
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{
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local Pawn myPawn;
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local PlayerController myController;
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myController = PlayerController(controller.Get());
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if (myController != none)
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{
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myPawn = myController.pawn;
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if (myPawn != none) {
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return myPawn.location;
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}
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return myController.location;
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}
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return Vect(0.0, 0.0, 0.0);
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}
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// `PlayerReplicationInfo` associated with the caller `APLayer`.
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// Can return `none` if:
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// 1. Caller `APlayer` has already disconnected;
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// 2. It was not properly initialized;
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// 3. There is an issue running `PlayerService`.
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private final function PlayerReplicationInfo GetRI()
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{
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local PlayerController myController;
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myController = PlayerController(controller.Get());
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if (myController != none) {
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return myController.playerReplicationInfo;
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}
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return none;
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}
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/**
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* Checks if player, corresponding to `APlayer`, is still connected to
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* the server. If player is disconnected - `APlayer` instance should be
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* considered useless.
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*
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* @return `true` if player is connected and `false` otherwise.
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*/
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public final function bool IsConnected()
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{
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return (controller.Get() != none);
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}
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/**
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* Initializes caller `APlayer`. Should be called right after `APlayer`
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* was spawned.
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*
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* Initialization should (and can) only be done once.
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* Before a `Initialize()` call, any other method calls on such `User`
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* must be considerate to have undefined behavior.
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*
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* @param newController Controller that caller `APlayer` will correspond to.
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*/
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public final function Initialize(Text idHash)
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{
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local PlayerService service;
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local PlayerController myController;
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local PlayerReplicationInfo myReplicationInfo;
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identity = _.users.FetchByIDHash(idHash);
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// Retrieve controller and replication info
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service = PlayerService(class'PlayerService'.static.Require());
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myController = service.GetController(self);
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controller = _.unreal.ActorRef(myController);
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if (myController != none) {
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myReplicationInfo = myController.playerReplicationInfo;
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}
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// Hash current name
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if (myReplicationInfo != none) {
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hashedName = myReplicationInfo.playerName;
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textName = _.text.FromColoredString(hashedName);
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}
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}
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/**
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* Returns `User` object that is corresponding to the caller `APlayer`.
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*
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* @return `User` corresponding to the caller `APlayer`. Guarantee to be
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* not `none` for correctly initialized `APlayer` (it remembers `User`
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* record even if player has disconnected).
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*/
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public final function User GetIdentity()
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{
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return identity;
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}
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/**
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* Returns current displayed name of the caller player.
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*
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* @return `Text` containing current name of the caller player.
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* Guaranteed to not be `none`. Returned object is not managed by caller
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* `APlayer` and should be manually deallocated.
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*/
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public final function Text GetName()
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{
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local PlayerReplicationInfo myReplicationInfo;
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myReplicationInfo = GetRI();
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if (myReplicationInfo == none) {
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return P("").Copy();
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}
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if (textName != none && myReplicationInfo.playerName == hashedName) {
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return textName.Copy();
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}
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_.memory.Free(textName);
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hashedName = myReplicationInfo.playerName;
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textName = _.text.FromColoredString(hashedName);
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return textName.Copy();
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}
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/**
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* Set new displayed name for the caller `APlayer`.
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*
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* @param newPlayerName New name of the caller `APlayer`. This value will
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* be copied. Passing `none` will result in an empty name.
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*/
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public final function SetName(Text newPlayerName)
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{
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local Text.Formatting endingFormatting;
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local PlayerReplicationInfo myReplicationInfo;
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myReplicationInfo = GetRI();
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if (myReplicationInfo == none) return;
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_.memory.Free(textName);
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// Filter both `none` and empty `newPlayerName`, so that we can
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// later rely on it having at least one character
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if (newPlayerName == none || newPlayerName.IsEmpty()) {
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textName = P("").Copy();
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}
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else {
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textName = newPlayerName.Copy();
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}
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hashedName = textName.ToColoredString(,, _.color.white);
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// To correctly display nicknames we want to drop default color tag
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// at the beginning (the one `ToColoredString()` adds if first character
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// has no defined color).
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// This is a compatibility consideration with vanilla UIs that use
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// color codes from `myReplicationInfo.playerName` for displaying nicknames
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// and whose expected behavior can get broken by default color tag.
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if (!textName.GetFormatting(0).isColored) {
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hashedName = Mid(hashedName, 4);
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}
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// This is another compatibility consideration with vanilla UIs: unless
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// we restore color to neutral white, Killing Floor will paint any chat
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// messages we send in the color our nickname ended with.
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endingFormatting = textName.GetFormatting(textName.GetLength() - 1);
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if ( endingFormatting.isColored
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&& !_.color.AreEqual(endingFormatting.color, _.color.white, true))
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{
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hashedName $= _.color.GetColorTag(_.color.white);
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}
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myReplicationInfo.playerName = hashedName;
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}
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/**
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* Returns admin status of the caller player.
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* Disconnected players are never admins.
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*
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* Different from `IsAdmin()` since this method allows to distinguish between
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* different types of admin login (like silent admins).
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*
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* @return Admin status of the caller `APLayer`.
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*/
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public final function AdminStatus GetAdminStatus()
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{
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local PlayerReplicationInfo myReplicationInfo;
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myReplicationInfo = GetRI();
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if (myReplicationInfo == none) {
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return AS_None;
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}
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if (myReplicationInfo.bAdmin) {
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return AS_Admin;
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}
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if (myReplicationInfo.bSilentAdmin) {
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return AS_SilentAdmin;
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}
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return AS_None;
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}
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/**
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* Checks if caller player has admin rights.
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* Disconnected players never have admin rights.
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*
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* Different from `GetAdminStatus()` since this method simply checks admin
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* rights, without distinguishing between different types of admin login
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* (like silent admins).
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*
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* @return `true` if player has admin rights and `false` otherwise.
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*/
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public final function bool IsAdmin()
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{
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return (GetAdminStatus() != AS_None);
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}
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/**
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* Changes admin status of the caller `APlayer`.
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* Can only fail if caller `APlayer` has already disconnected.
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*
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* @param newAdminStatus New admin status of the `APlayer`.
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*/
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public final function SetAdminStatus(AdminStatus newAdminStatus)
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{
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local PlayerReplicationInfo myReplicationInfo;
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myReplicationInfo = GetRI();
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if (myReplicationInfo == none) {
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return;
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}
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switch (newAdminStatus)
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{
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case AS_Admin:
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myReplicationInfo.bAdmin = true;
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myReplicationInfo.bSilentAdmin = false;
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break;
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case AS_SilentAdmin:
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myReplicationInfo.bAdmin = false;
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myReplicationInfo.bSilentAdmin = true;
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break;
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default:
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myReplicationInfo.bAdmin = false;
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myReplicationInfo.bSilentAdmin = false;
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}
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}
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/**
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* Returns current amount of money caller `APlayer` has.
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*
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* @return Amount of money `APlayer` has. If player has already disconnected
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* method will return `0`.
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*/
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public final function int GetDosh()
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{
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local PlayerReplicationInfo myReplicationInfo;
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myReplicationInfo = GetRI();
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if (myReplicationInfo == none) {
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return 0;
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}
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return myReplicationInfo.score;
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}
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/**
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* Sets amount of money that caller `APlayer` will have.
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*
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* @param newDoshAmount New amount of money that caller `APlayer` must have.
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*/
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public final function SetDosh(int newDoshAmount)
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{
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local PlayerReplicationInfo myReplicationInfo;
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myReplicationInfo = GetRI();
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if (myReplicationInfo == none) {
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return;
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}
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myReplicationInfo.score = newDoshAmount;
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}
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/**
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* Return `ConsoleWriter` that can be used to write into this player's console.
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*
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* Provided that returned object is never deallocated - returns the same object
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* with each call, otherwise can allocate new instance of `ConsoleWriter`.
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*
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* @return `ConsoleWriter` that can be used to write into this player's
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* console. Returned object should not be deallocated, but it is
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* guaranteed to be valid for non-disconnected players.
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*/
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public final function ConsoleWriter Console()
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{
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if ( consoleInstance == none
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|| consoleInstance.GetLifeVersion() != consoleLifeVersion)
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{
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consoleInstance = _.console.For(self);
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consoleLifeVersion = consoleInstance.GetLifeVersion();
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}
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// Set us as target in case someone messed with this setting
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return consoleInstance.ForPlayer(self);
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}
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defaultproperties
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{
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usesObjectPool = false
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}
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