player_state_t

Used by engine to track player. This struct is sent to client each server frame (100ms) to update the client with current movement. The pmove_state_t is sent every client frame (client frame rate) to predict movement. player_state_t, on the other hand, is movement.

Name

Type

Notes

blend

float [4]

RGB color blending for damage, BGA, and bonus items

fov

float

Field of view. can be set by cmd fov <degrees>

gunangles

vec3_t

The direction the gun is pointing. Calculated in SV_CalcGunOffset using viewangles.

gunframe

int

next frame when animating the gun.

gunindex

int

the model index for the gun. Retreived with gi.modelindex function in game_import_t.

gunoffset

vec3_t

Used in SV_CalcGunOffset

kick_angles

vec3_t

weapon and pain effects. Added to viewangles when rendering.

pmove

pmove_state_t

used for movement prediction

rdflags

int

render flags. used by engine when client is under water/slime/lava.

stats

short [MAX_STATS]

Used for displaying correct icon in stat bar at bottom of screen. For example the ARMOR_ICON will be set to point at correct bitmap and STA_TARMOR will be number of cells, if you activate the power armor.

indexed with:

  • STAT_HEALTH_ICON

  • STAT_HEALTH
  • STAT_AMMO_ICON
  • STAT_AMMO
  • STAT_ARMOR_ICON
  • STAT_ARMOR
  • STAT_SELECTED_ICON
  • STAT_PICKUP_ICON
  • STAT_PICKUP_STRING
  • STAT_TIMER_ICON
  • STAT_TIMER
  • STAT_HELPICON
  • STAT_SELECTED_ITEM
  • STAT_LAYOUTS
  • STAT_FRAGS
  • STAT_FLASHES

viewangles

vec3_t

This is the direction the player is looking. Used by client to render the view.

viewoffset

vec3_t

position where the player has its eyes attached. Always within player bounding box. Calculated in SV_CalcViewOffset