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