nuclide/src/shared/hunger/player.cpp

129 lines
2.8 KiB
C++

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
int input_sequence;
class player
{
float health;
float armor;
/* When the weapon is done firing */
float w_attack_next;
/* When to play the next idle animation */
float w_idle_next;
/* Magazine/Clip */
int a_ammo1;
/* Rest in the inventory */
int a_ammo2;
/* Special ammo */
int a_ammo3;
/* We can't use the default .items field, because FTE will assume
* effects of some bits. Such as invisibility, quad, etc.
* also, modders probably want 32 bits for items. */
int g_items;
float activeweapon;
float viewzoom;
vector punchangle;
vector view_ofs;
float weapontime;
/* any mods that use hooks */
entity hook;
/* Weapon specific */
int glock_mag;
int ap9_mag;
int taurus_mag;
int mp5_mag;
int python_mag;
int shotgun_mag;
int crossbow_mag;
int sniper_mag;
int rpg_mag;
int chaingun_mag;
int satchel_chg;
#ifdef CSQC
/* External model */
entity p_model;
int p_hand_bone;
int p_model_bone;
float pitch;
float lastweapon;
/* Prediction */
vector net_origin;
vector net_velocity;
float net_flags;
float net_w_attack_next;
float net_w_idle_next;
float net_jumptime;
float net_teleport_time;
float net_weapontime;
float net_viewzoom;
vector net_punchangle;
int net_ammo1;
int net_ammo2;
int net_ammo3;
int sequence;
virtual void() gun_offset;
virtual void() draw;
virtual float() predraw;
virtual void() postdraw;
#else
int ammo_9mm;
int ammo_357;
int ammo_ap9;
int ammo_taurus;
int ammo_buckshot;
int ammo_m203_grenade;
int ammo_bolt;
int ammo_sniper;
int ammo_rocket;
int ammo_uranium;
int ammo_gas;
int ammo_handgrenade;
int ammo_satchel;
int ammo_tripmine;
int ammo_snark;
int ammo_hornet;
int ammo_medkit;
/* conditional networking */
int old_modelindex;
vector old_origin;
vector old_angles;
vector old_velocity;
int old_flags;
int old_activeweapon;
int old_items;
int old_health;
int old_armor;
int old_movetype;
float old_viewofs;
int old_baseframe;
int old_frame;
int old_a_ammo1;
int old_a_ammo2;
int old_a_ammo3;
#endif
};