#pragma once
+#include "utils.qh"
+#include <common/sounds/all.qh>
+
void ClientState_attach(entity this);
IntrusiveList g_players;
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
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));
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;