ts/src/client/seatlocal.h

70 lines
1.6 KiB
C

// Moved here for better control of compile order.
// Must be aware of the ClientInfo_t struct, which in turn must be
// aware of some weapon-related structs before this point is reached
// in compilation.
struct
{
// Clone of the Nuclide muzzleflash so that dual akimbo fire (both at the same time)
// can be shown.
// No need to handle Event_ProcessModel - TS doesn't even have model events for muzzle
// flashes, modify the way of setting up muzzleflash-related variables to support this
// when needed.
entity m_eMuzzleflashAkimbo;
// PENDING - probably safe to remove these
int m_iHealthOld;
float m_flHealthAlpha;
int m_iArmorOld;
float m_flArmorAlpha;
int m_iAmmo1Old;
float m_flAmmo1Alpha;
int m_iAmmo2Old;
float m_flAmmo2Alpha;
int m_iAmmo3Old;
float m_flAmmo3Alpha;
int m_iPickupWeapon;
float m_flPickupAlpha;
int m_iHUDWeaponSelected;
float m_flHUDWeaponSelectTime;
//TAGGG - assuming this is a fine place to put this
// It's the slower movement from holding shift down.
int m_iInputSpeed;
// Keeping for now, remove later
float m_flUI_Display;
float m_inputKeyTapped;
float m_inputKeyDown;
float m_inputMouseClicked;
ClientInfo_t m_clientinfo;
float m_flBlockSpawnInputTime;
BOOL m_bUseItems;
BOOL m_bChangeFiremode;
} g_seatslocal[4], *pSeatLocal;
void pSeatLocal_init(void);
//TAGGG - BobNEW. ViewBob struct array/var moved here
struct
{
float m_flBobTime;
float m_flBob;
float m_flBobCycle;
float m_flSpeed;
// NEW
vector m_vCam;
} g_viewBobVars[4], *pViewBob;
void pViewBob_reset(void);