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authorJeff Kent <jeff@jkent.net>2017-04-13 11:30:00 +0000
committer/dev/humancontroller <devhc@example.com>2017-04-15 17:20:41 +0200
commit26e25997647bfcc8692a2209e5670d4c0119ea8c (patch)
treebe69b2f824a6b749e12849a8b6da32e6ca59d1a0 /src/qcommon/q_shared.h
parentb4c0348da140348f3cbb48cfe544c5682c9e5d34 (diff)
multi-protocol: change the playerState_t and entityState_t structs to the versions in the latest code base
this includes changing how ammo and clips r stored
Diffstat (limited to 'src/qcommon/q_shared.h')
-rw-r--r--src/qcommon/q_shared.h12
1 files changed, 9 insertions, 3 deletions
diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h
index 14f68c4..3d6a498 100644
--- a/src/qcommon/q_shared.h
+++ b/src/qcommon/q_shared.h
@@ -1063,7 +1063,11 @@ typedef struct playerState_s {
int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim; // mask off ANIM_TOGGLEBIT
- int movementDir; // a number 0 to 7 that represents the reletive angle
+ int tauntTimer; // don't allow another taunt until this runs out
+
+ int weaponAnim; // mask off ANIM_TOGGLEBIT
+
+ int movementDir; // a number 0 to 7 that represents the relative angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
@@ -1096,7 +1100,8 @@ typedef struct playerState_s {
int stats[MAX_STATS];
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
- int ammo[MAX_WEAPONS];
+ int ammo; // ammo held
+ int clips; // clips held
int generic1;
int loopSound;
@@ -1104,7 +1109,7 @@ typedef struct playerState_s {
// not communicated over the net at all
int ping; // server to game info for scoreboard
- int pmove_framecount; // FIXME: don't transmit over the network
+ int pmove_framecount;
int jumppad_frame;
int entityEventSequence;
} playerState_t;
@@ -1218,6 +1223,7 @@ typedef struct entityState_s {
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
+ int weaponAnim; // mask off ANIM_TOGGLEBIT
int generic1;
} entityState_t;