#pragma once
+CLASS(Client, Object)
+ /** Client name */
+ ATTRIB(Client, netname, string, this.netname)
+ ATTRIB(Client, colormap, int, this.colormap)
+ ATTRIB(Client, team, int, this.team)
+ ATTRIB(Client, clientcolors, int, this.clientcolors)
+ /** Client IP */
+ ATTRIB(Client, netaddress, string, this.netaddress)
+ ATTRIB(Client, playermodel, string, this.playermodel)
+ ATTRIB(Client, playerskin, int, this.playerskin)
+
+ /** fingerprint of CA key the player used to authenticate */
+ ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp)
+ /** fingerprint of CA key the server used to authenticate to the player */
+ ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp)
+ /** fingerprint of ID used by the player entity, or string_null if not identified */
+ ATTRIB(Client, crypto_idfp, string, this.crypto_idfp)
+ /** set if the player's ID has been signed */
+ ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed)
+ /** the string "AES128" if encrypting, and string_null if plaintext */
+ ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod)
+ /** the string "HMAC-SHA256" if signing, and string_null if plaintext */
+ ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod)
+ INIT(Client) {
+ this.flags = FL_CLIENT;
+ }
+ENDCLASS(Client)
+
float c1, c2, c3, c4;
void play_countdown(float finished, Sound samp);