nuclide/Source/shared/valve/player.cpp

70 lines
1.2 KiB
C++

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. */
int g_items;
float activeweapon;
float viewzoom;
vector view_ofs;
/* Weapon specific */
int glock_mag;
int mp5_mag;
int python_mag;
int shotgun_mag;
int crossbow_mag;
int rpg_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 netorigin;
vector netvelocity;
float netflags;
float net_w_attack_next;
float net_w_idle_next;
float netjumptime;
float netteleport_time;
virtual void() gun_offset;
virtual void() draw;
virtual float() predraw;
#else
int ammo_9mm;
int ammo_357;
int ammo_buckshot;
int ammo_m203_grenade;
int ammo_bolt;
int ammo_rocket;
int ammo_uranium;
int ammo_handgrenade;
int ammo_satchel;
int ammo_tripmine;
int ammo_snark;
int ammo_hornet;
#endif
};