#include "state.qh" void Inventory_new(entity this); void Inventory_delete(entity this); void PlayerState_attach(entity this) { this._ps = NEW(PlayerState, this); Inventory_new(this); } void PlayerState_detach(entity this) { PlayerState ps = PS(this); if (!ps) return; // initial connect PS(this) = NULL; if (ps.m_client != this) return; // don't own state, spectator ps.ps_push(ps, this); FOREACH_CLIENT(PS(it) == ps, { PS(it) = NULL; }); delete(ps); Inventory_delete(this); } void GetCvars(entity this, entity store, int); void DecodeLevelParms(entity this); void PlayerScore_Attach(entity this); void ClientData_Attach(entity this); void accuracy_init(entity this); void entcs_attach(entity this); void anticheat_init(entity this); void W_HitPlotOpen(entity this); void bot_clientconnect(entity this); void ClientState_attach(entity this) { this._cs = NEW(ClientState, this); GetCvars(this, CS(this), 0); // get other cvars from player // TODO: fold all of these into ClientState DecodeLevelParms(this); PlayerScore_Attach(this); PlayerStats_PlayerBasic_CheckUpdate(this); ClientData_Attach(this); accuracy_init(this); entcs_attach(this); anticheat_init(this); W_HitPlotOpen(this); bot_clientconnect(this); } void bot_clientdisconnect(entity this); void W_HitPlotClose(entity this); void anticheat_report_to_eventlog(entity this); void entcs_detach(entity this); void accuracy_free(entity this); void ClientData_Detach(entity this); void PlayerScore_Detach(entity this); void ClientState_detach(entity this) { GetCvars(this, CS(this), -1); // free cvars TODO: is this still needed now that it's stored on the clientstate entity? accuracy_free(this); // TODO: needs to be before CS() is deleted! PlayerScore_Detach(this); // what ^they^ said W_HitPlotClose(this); ClientData_Detach(this); delete(CS(this)); this._cs = NULL; bot_clientdisconnect(this); anticheat_report_to_eventlog(this); entcs_detach(this); }