diff options
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 48 |
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 }; // |