diff options
author | Jeff Kent <jeff@jkent.net> | 2017-04-13 11:30:00 +0000 |
---|---|---|
committer | /dev/humancontroller <devhc@example.com> | 2017-04-15 17:20:41 +0200 |
commit | 26e25997647bfcc8692a2209e5670d4c0119ea8c (patch) | |
tree | be69b2f824a6b749e12849a8b6da32e6ca59d1a0 /src/qcommon | |
parent | b4c0348da140348f3cbb48cfe544c5682c9e5d34 (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')
-rw-r--r-- | src/qcommon/q_shared.h | 12 |
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; |