]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/state.qh
Merge branch 'master' into terencehill/hud_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / state.qh
1 #pragma once
2
3 /**
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
7  */
8 CLASS(PlayerState, Object)
9         ATTRIB(PlayerState, m_client, entity, NULL)
10         CONSTRUCTOR(PlayerState, entity client)
11         {
12                 CONSTRUCT(PlayerState);
13                 this.m_client = client;
14         }
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))
19         {
20                 STAT(ACTIVEWEAPON, cl) = this.m_weapon.m_id;
21                 STAT(SWITCHINGWEAPON, cl) = this.m_switchingweapon.m_id;
22                 STAT(SWITCHWEAPON, cl) = this.m_switchweapon.m_id;
23         }
24 ENDCLASS(PlayerState)
25
26 .PlayerState _ps;
27 #if NDEBUG
28         #define PS(this) (this._ps)
29 #else
30         PlayerState PS(entity this) { assert(IS_CLIENT(this)); return this._ps; }
31 #endif
32
33 // TODO: renew on death
34 void PlayerState_attach(entity this);
35 void PlayerState_detach(entity this);
36
37 /**
38  * Purpose: common client state, usable on client and server
39  * Client: singleton representing the viewed player
40  * Server: instance per client
41  */
42 CLASS(ClientState, Object)
43         ATTRIB(ClientState, m_client, entity, NULL)
44         CONSTRUCTOR(ClientState, entity client)
45         {
46                 CONSTRUCT(ClientState);
47                 this.m_client = client;
48         }
49 ENDCLASS(ClientState)
50
51 .ClientState _cs;
52
53 #if NDEBUG
54         #define CS(this) (this._cs)
55 #else
56         ClientState CS(entity this) { assert(IS_CLIENT(this)); assert(this._cs); return this._cs; }
57 #endif
58
59 void ClientState_attach(entity this);
60 void ClientState_detach(entity this);