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-rw-r--r--src/game/g_local.h48
1 files changed, 25 insertions, 23 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 1ddc628e..b32f07ff 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -274,55 +274,57 @@ struct gclient_s {
qboolean noclip;
- int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
- // we can't just use pers.lastCommand.time, because
- // of the g_sycronousclients case
- int buttons;
- int oldbuttons;
- int latched_buttons;
+ int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
+ // we can't just use pers.lastCommand.time, because
+ // of the g_sycronousclients case
+ int buttons;
+ int oldbuttons;
+ int latched_buttons;
vec3_t oldOrigin;
// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
- int damage_armor; // damage absorbed by armor
- int damage_blood; // damage taken out of health
- int damage_knockback; // impact damage
+ int damage_armor; // damage absorbed by armor
+ int damage_blood; // damage taken out of health
+ int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
qboolean damage_fromWorld; // if true, don't use the damage_from vector
- int accurateCount; // for "impressive" reward sound
- int accuracy_shots; // total number of shots
- int accuracy_hits; // total number of hits
+ int accurateCount; // for "impressive" reward sound
+ int accuracy_shots; // total number of shots
+ int accuracy_hits; // total number of hits
//
- int lastkilled_client; // last client that this client killed
- int lasthurt_client; // last client that damaged this client
- int lasthurt_mod; // type of damage the client did
+ int lastkilled_client; // last client that this client killed
+ int lasthurt_client; // last client that damaged this client
+ int lasthurt_mod; // type of damage the client did
// timers
- int respawnTime; // can respawn when time > this, force after g_forcerespwan
- int inactivityTime; // kick players when time > this
+ int respawnTime; // can respawn when time > this, force after g_forcerespwan
+ int inactivityTime; // kick players when time > this
qboolean inactivityWarning; // qtrue if the five seoond warning has been given
- int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
+ int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
- int airOutTime;
+ int airOutTime;
- int lastKillTime; // for multiple kill rewards
+ int lastKillTime; // for multiple kill rewards
qboolean fireHeld; // used for hook
gentity_t *hook; // grapple hook if out
- int switchTeamTime; // time the player switched teams
+ int switchTeamTime; // time the player switched teams
gentity_t *torch; //TA: torch entity ( NULL if switched off )
// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
- int timeResidual;
+ int timeResidual;
- char *areabits;
+ char *areabits;
float classSpeed; //TA: here to save STAT_ space
+ int lastInfestTime; //TA: to keep track of how long infests take
+ gentity_t *infestBody; //TA: body that is being infested. must be persistant
};
//