4 * Purpose: common player state, usable on client and server
5 * Client: singleton representing the viewed player
6 * Server: instance per client, clients decoupled from players
8 CLASS(PlayerState, Object)
9 ATTRIB(PlayerState, m_client, entity);
10 CONSTRUCTOR(PlayerState, entity client)
12 CONSTRUCT(PlayerState);
13 this.m_client = client;
15 ATTRIB(PlayerState, m_switchingweapon, Weapon, Weapons_from(-1));
16 ATTRIB(PlayerState, m_switchweapon, Weapon, Weapons_from(-1));
17 ATTRIB(PlayerState, m_weapon, Weapon, Weapons_from(-1));
18 METHOD(PlayerState, ps_push, void(PlayerState this, entity cl))
20 TC(PlayerState, this);
21 STAT(ACTIVEWEAPON, cl) = this.m_weapon.m_id;
22 STAT(SWITCHINGWEAPON, cl) = this.m_switchingweapon.m_id;
23 STAT(SWITCHWEAPON, cl) = this.m_switchweapon.m_id;
28 #define PS(this) ((this)._ps)
30 // TODO: renew on death
31 void PlayerState_attach(entity this);
32 void PlayerState_detach(entity this);
35 * Purpose: common client state, usable on client and server
36 * Client: singleton representing the viewed player
37 * Server: instance per client
39 CLASS(ClientState, Object)
40 ATTRIB(ClientState, m_client, entity);
41 CONSTRUCTOR(ClientState, entity client)
43 CONSTRUCT(ClientState);
44 this.m_client = client;
51 #define CS(this) (this._cs)
53 ClientState CS(Client this) { TC(Client, this); assert(this._cs); return this._cs; }
56 void ClientState_attach(entity this);
57 void ClientState_detach(entity this);