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:
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 |
|
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. |
|
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 |
|