Update
- Added AWP warning and sight-lines while scoped - Added Bomb timer Todo: cleanup
This commit is contained in:
42
src/comms.rs
42
src/comms.rs
@@ -10,12 +10,18 @@ pub struct PlayerData {
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player_type: PlayerType,
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#[serde(rename = "hasBomb")]
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has_bomb: bool
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has_bomb: bool,
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#[serde(rename = "hasAwp")]
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has_awp: bool,
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#[serde(rename = "isScoped")]
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is_scoped: bool
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}
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impl PlayerData {
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pub fn new(pos: Vec3, yaw: f32, player_type: PlayerType, has_bomb: bool) -> PlayerData {
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PlayerData { pos, yaw, player_type, has_bomb }
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pub fn new(pos: Vec3, yaw: f32, player_type: PlayerType, has_bomb: bool, has_awp: bool, is_scoped: bool) -> PlayerData {
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PlayerData { pos, yaw, player_type, has_bomb, has_awp, is_scoped }
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}
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}
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@@ -44,6 +50,24 @@ pub struct RadarData {
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freq: usize,
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ingame: bool,
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#[serde(rename = "bombPlanted")]
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bomb_planted: bool,
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#[serde(rename = "bombExploded")]
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bomb_exploded: bool,
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#[serde(rename = "bombBeingDefused")]
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bomb_being_defused: bool,
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#[serde(rename = "bombCanDefuse")]
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bomb_can_defuse: bool,
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#[serde(rename = "bombDefuseLength")]
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bomb_defuse_length: f32,
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#[serde(rename = "bombDefuseTimeleft")]
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bomb_defuse_timeleft: f32,
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#[serde(rename = "mapName")]
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map_name: String,
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@@ -55,8 +79,8 @@ pub struct RadarData {
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}
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impl RadarData {
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pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>, freq: usize) -> RadarData {
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RadarData { ingame, map_name, player_data, freq }
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pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>, freq: usize, bomb_planted: bool, bomb_cannot_defuse: bool, bomb_defuse_timeleft: f32, bomb_exploded: bool, bomb_being_defused: bool, bomb_defuse_length: f32) -> RadarData {
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RadarData { ingame, map_name, player_data, freq, bomb_planted, bomb_can_defuse: bomb_cannot_defuse, bomb_defuse_timeleft, bomb_exploded, bomb_being_defused, bomb_defuse_length }
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}
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/// Returns empty RadarData, it's also the same data that gets sent to clients when not ingame
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@@ -65,7 +89,13 @@ impl RadarData {
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ingame: false,
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map_name: String::new(),
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player_data: Vec::new(),
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freq
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freq,
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bomb_planted: false,
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bomb_can_defuse: false,
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bomb_defuse_timeleft: 0.0,
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bomb_exploded: false,
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bomb_being_defused: false,
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bomb_defuse_length: 0.0
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}
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}
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}
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