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https://github.com/Mauler125/r5sdk.git
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Make simple CClient getters, inline
Small enough to be inline.
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ccdfed1c19
commit
c6a9b855a2
@ -14,197 +14,6 @@
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#include "engine/server/server.h"
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#include "engine/client/client.h"
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//---------------------------------------------------------------------------------
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// Purpose: gets the client's team number
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//---------------------------------------------------------------------------------
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int64_t CClient::GetTeamNum() const
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{
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return m_iTeamNum;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the handle of this client
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//---------------------------------------------------------------------------------
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edict_t CClient::GetHandle(void) const
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{
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return m_nHandle;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the userID of this client
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//---------------------------------------------------------------------------------
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int CClient::GetUserID(void) const
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{
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return m_nUserID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the nucleusID of this client
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//---------------------------------------------------------------------------------
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uint64_t CClient::GetNucleusID(void) const
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{
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return m_nNucleusID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the signon state of this client
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//---------------------------------------------------------------------------------
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SIGNONSTATE CClient::GetSignonState(void) const
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{
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return m_nSignonState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the persistence state of this client
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//---------------------------------------------------------------------------------
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PERSISTENCE CClient::GetPersistenceState(void) const
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{
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return m_nPersistenceState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the net channel of this client
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//---------------------------------------------------------------------------------
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CNetChan* CClient::GetNetChan(void) const
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{
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return m_NetChannel;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the pointer to the server object
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//---------------------------------------------------------------------------------
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CServer* CClient::GetServer(void) const
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{
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return m_pServer;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the command tick
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//---------------------------------------------------------------------------------
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int CClient::GetCommandTick(void) const
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{
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return m_nCommandTick;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the name of this client (managed by server)
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//---------------------------------------------------------------------------------
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const char* CClient::GetServerName(void) const
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{
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return m_szServerName;
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}
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//---------------------------------------------------------------------------------
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// Purpose: gets the name of this client (obtained from connectionless packet)
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//---------------------------------------------------------------------------------
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const char* CClient::GetClientName(void) const
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{
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return m_szClientName;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the handle of this client
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//---------------------------------------------------------------------------------
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void CClient::SetHandle(edict_t nHandle)
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{
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m_nHandle = nHandle;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the userID of this client
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//---------------------------------------------------------------------------------
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void CClient::SetUserID(uint32_t nUserID)
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{
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m_nUserID = nUserID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the nucleusID of this client
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//---------------------------------------------------------------------------------
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void CClient::SetNucleusID(uint64_t nNucleusID)
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{
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m_nNucleusID = nNucleusID;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the signon state of this client
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//---------------------------------------------------------------------------------
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void CClient::SetSignonState(SIGNONSTATE nSignonState)
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{
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m_nSignonState = nSignonState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the persistence state of this client
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//---------------------------------------------------------------------------------
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void CClient::SetPersistenceState(PERSISTENCE nPersistenceState)
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{
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m_nPersistenceState = nPersistenceState;
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}
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//---------------------------------------------------------------------------------
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// Purpose: sets the net channel of this client
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// !TODO : Remove this and rebuild INetChannel
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//---------------------------------------------------------------------------------
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void CClient::SetNetChan(CNetChan* pNetChan)
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{
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m_NetChannel = pNetChan;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is connected to server
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsConnected(void) const
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{
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return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_CONNECTED;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is spawned to server
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsSpawned(void) const
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{
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return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_NEW;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is active to server
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsActive(void) const
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{
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return m_nSignonState == SIGNONSTATE::SIGNONSTATE_FULL;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client's persistence data is available
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// Output : true if available, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsPersistenceAvailable(void) const
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{
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return m_nPersistenceState >= PERSISTENCE::PERSISTENCE_AVAILABLE;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client's persistence data is ready
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// Output : true if ready, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsPersistenceReady(void) const
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{
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return m_nPersistenceState == PERSISTENCE::PERSISTENCE_READY;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if client is a fake client
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// Output : true if connected, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsFakeClient(void) const
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{
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return m_bFakePlayer;
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}
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//---------------------------------------------------------------------------------
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// Purpose: checks if this client is an actual human player
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// Output : true if human, false otherwise
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@ -63,29 +63,34 @@ class CClient : IClientMessageHandler, INetChannelHandler
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{
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friend class ServerDataBlockSender;
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public:
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int64_t GetTeamNum() const;
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edict_t GetHandle(void) const;
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int GetUserID(void) const;
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uint64_t GetNucleusID(void) const;
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SIGNONSTATE GetSignonState(void) const;
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PERSISTENCE GetPersistenceState(void) const;
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CNetChan* GetNetChan(void) const;
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CServer* GetServer(void) const;
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int GetCommandTick(void) const;
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const char* GetServerName(void) const;
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const char* GetClientName(void) const;
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void SetHandle(edict_t nHandle);
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void SetUserID(uint32_t nUserID);
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void SetNucleusID(uint64_t nNucleusID);
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void SetSignonState(SIGNONSTATE nSignonState);
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void SetPersistenceState(PERSISTENCE nPersistenceState);
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void SetNetChan(CNetChan* pNetChan);
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bool IsConnected(void) const;
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bool IsSpawned(void) const;
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bool IsActive(void) const;
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bool IsPersistenceAvailable(void) const;
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bool IsPersistenceReady(void) const;
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bool IsFakeClient(void) const;
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inline int64_t GetTeamNum() const { return m_iTeamNum; }
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inline edict_t GetHandle(void) const { return m_nHandle; }
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inline int GetUserID(void) const { return m_nUserID; }
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inline uint64_t GetNucleusID(void) const { return m_nNucleusID; }
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inline SIGNONSTATE GetSignonState(void) const { return m_nSignonState; }
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inline PERSISTENCE GetPersistenceState(void) const { return m_nPersistenceState; }
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inline CNetChan* GetNetChan(void) const { return m_NetChannel; }
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inline CServer* GetServer(void) const { return m_pServer; }
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inline int GetCommandTick(void) const { return m_nCommandTick; }
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inline const char* GetServerName(void) const { return m_szServerName; }
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inline const char* GetClientName(void) const { return m_szClientName; }
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inline void SetHandle(edict_t nHandle) { m_nHandle = nHandle; }
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inline void SetUserID(uint32_t nUserID) { m_nUserID = nUserID; }
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inline void SetNucleusID(uint64_t nNucleusID) { m_nNucleusID = nNucleusID; }
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inline void SetSignonState(SIGNONSTATE nSignonState) { m_nSignonState = nSignonState; }
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inline void SetPersistenceState(PERSISTENCE nPersistenceState) { m_nPersistenceState = nPersistenceState; }
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inline void SetNetChan(CNetChan* pNetChan) { m_NetChannel = pNetChan; }
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inline bool IsConnected(void) const { return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_CONNECTED; }
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inline bool IsSpawned(void) const { return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_NEW; }
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inline bool IsActive(void) const { return m_nSignonState == SIGNONSTATE::SIGNONSTATE_FULL; }
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inline bool IsPersistenceAvailable(void) const { return m_nPersistenceState >= PERSISTENCE::PERSISTENCE_AVAILABLE; }
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inline bool IsPersistenceReady(void) const { return m_nPersistenceState == PERSISTENCE::PERSISTENCE_READY; }
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inline bool IsFakeClient(void) const { return m_bFakePlayer; }
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bool IsHumanPlayer(void) const;
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bool SendNetMsgEx(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice);
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