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:
|
|
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 |