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Make 'CClient::IsHumanPlayer' inline
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@ -14,21 +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: checks if this client is an actual human player
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// Output : true if human, false otherwise
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//---------------------------------------------------------------------------------
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bool CClient::IsHumanPlayer(void) const
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{
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if (!IsConnected())
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return false;
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if (IsFakeClient())
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return false;
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return true;
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}
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//---------------------------------------------------------------------------------
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// Purpose: throw away any residual garbage in the channel
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//---------------------------------------------------------------------------------
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@ -46,10 +31,7 @@ void CClient::Clear(void)
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//---------------------------------------------------------------------------------
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void CClient::VClear(CClient* pClient)
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{
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#ifndef CLIENT_DLL
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g_ServerPlayer[pClient->GetUserID()].Reset(); // Reset ServerPlayer slot.
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#endif // !CLIENT_DLL
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v_CClient_Clear(pClient);
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pClient->Clear();
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}
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//---------------------------------------------------------------------------------
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@ -90,7 +90,7 @@ public:
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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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inline bool IsHumanPlayer(void) const { if (!IsConnected() || IsFakeClient()) { return false; } return true; }
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bool SendNetMsgEx(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice);
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bool Connect(const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize);
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