87 lines
1.5 KiB
C++
87 lines
1.5 KiB
C++
#ifdef SERVER
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class base_player:CBaseEntity
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#else
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class base_player
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#endif
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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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/* vehicle info */
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entity vehicle;
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#ifdef CLIENT
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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_gflags;
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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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float pitch;
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#else
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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_gflags;
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int old_activeweapon;
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int old_items;
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float old_health;
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float 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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int voted;
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int step;
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float step_time;
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float underwater_time;
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float underwater_dmg;
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float pain_time;
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#endif
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};
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