#include "state.qh"
-void Inventory_new(entity this);
+void Inventory_new(PlayerState this);
void Inventory_delete(entity this);
void PlayerState_attach(entity this)
{
+ if (PS(this))
+ return;
+
this._ps = NEW(PlayerState, this);
- Inventory_new(this);
+ Inventory_new(PS(this));
}
void PlayerState_detach(entity this)
if (ps.m_client != this) return; // don't own state, spectator
ps.ps_push(ps, this);
+ Inventory_delete(ps);
FOREACH_CLIENT(PS(it) == ps, { PS(it) = NULL; });
delete(ps);
-
- Inventory_delete(this);
}
-void GetCvars(entity this, int);
+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 playerdemo_init(entity this);
void anticheat_init(entity this);
void W_HitPlotOpen(entity this);
void bot_clientconnect(entity this);
{
this._cs = NEW(ClientState, this);
- GetCvars(this, 0); // get other cvars from player
-
// TODO: fold all of these into ClientState
DecodeLevelParms(this);
ClientData_Attach(this);
accuracy_init(this);
entcs_attach(this);
- playerdemo_init(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 playerdemo_shutdown(entity this);
void entcs_detach(entity this);
void accuracy_free(entity this);
void ClientData_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);
+ entcs_detach(this);
delete(CS(this));
this._cs = NULL;
- GetCvars(this, -1); // free cvars
-
bot_clientdisconnect(this);
anticheat_report_to_eventlog(this);
- playerdemo_shutdown(this);
- entcs_detach(this);
}