]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/state.qh
Merge branch 'master' into martin-t/globals
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / state.qh
index e2ba5f3858b1dcef031e5009b4fcab9d7d7cde76..42fc450c4728f97f4e63ca6fe9b196b79f2c0a53 100644 (file)
@@ -6,43 +6,20 @@
  * Server: instance per client, clients decoupled from players
  */
 CLASS(PlayerState, Object)
-       ATTRIB(PlayerState, m_client, entity, NULL)
+       ATTRIB(PlayerState, m_client, entity);
        CONSTRUCTOR(PlayerState, entity client)
        {
                CONSTRUCT(PlayerState);
                this.m_client = client;
        }
-       ATTRIB(PlayerState, m_switchingweapon, Weapon, Weapons_from(-1))
-       ATTRIB(PlayerState, m_switchweapon, Weapon, Weapons_from(-1))
-       ATTRIB(PlayerState, m_weapon, Weapon, Weapons_from(-1))
-       METHOD(PlayerState, ps_push, void(PlayerState this, entity cl))
-       {
-               STAT(ACTIVEWEAPON, cl) = this.m_weapon.m_id;
-               STAT(SWITCHINGWEAPON, cl) = this.m_switchingweapon.m_id;
-               STAT(SWITCHWEAPON, cl) = this.m_switchweapon.m_id;
-       }
 ENDCLASS(PlayerState)
 
 .PlayerState _ps;
-#if NDEBUG
-       #define PS(this) (this._ps)
-#else
-       PlayerState PS(entity this) { assert(IS_CLIENT(this)); return this._ps; }
-#endif
+#define PS(this) ((this)._ps)
 
-void PlayerState_attach(entity this)
-{
-       // TODO: dynamic
-       // this._ps = NEW(PlayerState, this);
-}
-
-void PlayerState_detach(entity this)
-{
-       // TODO: dynamic
-       // if (!PS(this)) return;  // initial connect
-       // remove(PS(this));
-       // this._ps = NULL;
-}
+// TODO: renew on death
+void PlayerState_attach(entity this);
+void PlayerState_detach(entity this);
 
 /**
  * Purpose: common client state, usable on client and server
@@ -50,12 +27,16 @@ void PlayerState_detach(entity this)
  * Server: instance per client
  */
 CLASS(ClientState, Object)
-       ATTRIB(ClientState, m_client, entity, NULL)
+       ATTRIB(ClientState, m_client, entity);
        CONSTRUCTOR(ClientState, entity client)
        {
                CONSTRUCT(ClientState);
                this.m_client = client;
        }
+       METHOD(PlayerState, ps_push, void(PlayerState this, entity cl))
+       {
+               TC(PlayerState, this);
+       }
 ENDCLASS(ClientState)
 
 .ClientState _cs;
@@ -63,18 +44,8 @@ ENDCLASS(ClientState)
 #if NDEBUG
        #define CS(this) (this._cs)
 #else
-       ClientState CS(entity this) { assert(IS_CLIENT(this)); assert(this._cs); return this._cs; }
+       ClientState CS(Client this) { TC(Client, this); assert(this._cs); return this._cs; }
 #endif
 
-void ClientState_attach(entity this)
-{
-       this._cs = NEW(ClientState, this);
-       this._ps = NEW(PlayerState, this);  // TODO: dynamic
-}
-
-void ClientState_detach(entity this)
-{
-       remove(CS(this));
-       this._cs = NULL;
-       this._ps = NULL;  // TODO: dynamic
-}
+void ClientState_attach(entity this);
+void ClientState_detach(entity this);