nuclide/src/shared/player.h

87 lines
1.5 KiB
C++

#ifdef SERVER
class base_player:CBaseEntity
#else
class base_player
#endif
{
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;
/* vehicle info */
entity vehicle;
#ifdef CLIENT
/* Prediction */
vector net_origin;
vector net_velocity;
float net_flags;
float net_gflags;
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;
float pitch;
#else
/* conditional networking */
int old_modelindex;
vector old_origin;
vector old_angles;
vector old_velocity;
int old_flags;
int old_gflags;
int old_activeweapon;
int old_items;
float old_health;
float 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;
int voted;
int step;
float step_time;
float underwater_time;
float underwater_dmg;
float pain_time;
#endif
};