gclient_s

Used for holding data about a player.

Name

Type

Notes

ps

player_state_t

Updates from the engine through pmove_state_t goes into this player_state's viewangles. This attribute of gclient_t is known to the engine.

ping

int

Round trip time for network packets between server and client. This attribute of gclient_t is known to the engine.

ammo_index

int

index into inventory for ammo of current weapon

anim_duck

qboolean

player is ducking

anim_end

int

last frame in animation of entity

anim_priority

int

Is either:

  • ANIM_BASIC-stand / run

  • ANIM_WAVE-1
  • ANIM_JUMP-2
  • ANIM_PAIN-3
  • ANIM_ATTACK-4
  • ANIM_DEATH-5

Used to decide if animation steps to next animation frame.

anim_run

qboolean

set to true if client is running. A global variable xyspeed is set to the amount of client velocity in EndClientFrame. It is then used in SetClientFrame to decide wether anim_run should be set.

bobtime

float

seems to affects footsteps. Used mainly in walk cycles.

bonus_alpha

float

amount of blending in to perform for the active power up.0-no blending. 1-whatever color

breather_sound

int

 

buttons

int

BUTTON_ATTACK 1
BUTTON_USED 2
BUTTON_ANY 128, any key

damage_alpha

float

amont of blending in for taking damage. 1-all red

damage_armor

int

dmage absorbed by armor

damage_blend

vec3_t

RGB tripplet of damage color

damage_blood

int

damage absorbed by health

damage_from

vec3_t

most recent origin of damage to client

damage_knockback

int

amount of damage to caclulate kick.
see P_Damage_Feedback

damage_parmor

int

damage absorbed by power armor

enviro_framenum

float

frame number when env suit runs out of air

fall_time

float

used to pitch view after fall

fall_value

float

used to pitch view after fall

grenade_blew_up

qboolean

true if the player forgot to throw the grenade

grenade_time

float

timer for hand grenade

invincible_framenum

float

frame number when invincible runs out

kick_angles

vec3_t

weapon kicks. Used by engine to render view

kick_origin

vec3_t

Used by engine to render view.

killer_yaw

float

Tells direction to the client's perpetrator. Used to update viewangles when player is dead.

latched_buttons

int

 

machinegun_shots

int

 

next_drown_time

float

 

old_pmove

pmove_state_t

for detecting out of pmove changes

old_waterlevel

int

water level the player was in previously. used to queue sounds like jumping in and out of water.

oldbuttons

inte

 

oldvelocity

vec3_t

 

oldviewangles

vec3_t

 

pers

client_persistant_t

 

pickup_msg_time

float

 

quad_framenum

float

 

resp

client_respawn_t

 

respawn_time

float

earliest time a player will be respawned

showhelp

qboolean

 

showhelpicon

qboolean

not used

showinventory

qboolean

 

showscores

qboolean

 

silencer_shots

int

 

v_angle

vec3_t

aiming direction. facing dir

v_dmg_pitch

float

max pitch applied by damage

v_dmg_roll

float

max pitch applied by damage

v_dmg_time

float

time when damage was incurred

weapon_sound

int

 

weapon_thunk

qboolean

set in each server frame when weapon has thought

weaponstate

weaponstate_t

  • WEAPON_READY

  • WEAPON_ACTIVATING
  • WEAPON_DROPPING
  • WEAPON_FIRING