]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qh
Port the weapon priority cvars to ClientState
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qh
index b4c8afa82a4dc2ef39a929b952aca916e4f52159..9674872c0faa42bd6bc0c1a466204a0c166d9b08 100644 (file)
@@ -1,5 +1,8 @@
 #pragma once
 
+#include "utils.qh"
+#include <common/sounds/all.qh>
+
 void ClientState_attach(entity this);
 
 IntrusiveList g_players;
@@ -101,8 +104,15 @@ CLASS(Client, Object)
     ATTRIB(Client, latency_time, float, this.latency_time);
     ATTRIB(Client, v_angle_old, vector, this.v_angle_old);
     ATTRIB(Client, model_randomizer, float, this.model_randomizer);
+    ATTRIB(Client, accuracy, entity, this.accuracy);
+    ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam);
+    ATTRIB(Client, scorekeeper, entity, this.scorekeeper);
+    ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
+    ATTRIB(Client, hitplotfh, int, this.hitplotfh);
+    ATTRIB(Client, clientdata, entity, this.clientdata);
     ATTRIB(Client, cmd_floodcount, int, this.cmd_floodcount);
     ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
+    ATTRIB(Client, wasplayer, bool, this.wasplayer);
 
     // networked cvars
 
@@ -131,6 +141,8 @@ CLASS(Client, Object)
     ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump);
     ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share);
     ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive);
+    ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10);
+    ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority);
 
     METHOD(Client, m_unwind, bool(Client this));
 
@@ -171,11 +183,15 @@ CLASS(Spectator, Client)
 ENDCLASS(Spectator)
 
 CLASS(Player, Client)
-    
+
     // custom
 
     ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet!
     ATTRIB(Player, itemkeys, int, this.itemkeys);
+    ATTRIB(Player, ballistics_density, float, this.ballistics_density);
+    ATTRIB(Player, prevstrengthsound, float, this.prevstrengthsound);
+    ATTRIB(Player, prevstrengthsoundattempt, float, this.prevstrengthsoundattempt);
+    ATTRIB(Player, buff_shield, float, this.buff_shield);
 
     INIT(Player) {
         this.classname = STR_PLAYER;