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))
- {
- TC(PlayerState, this);
- 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;
CONSTRUCT(ClientState);
this.m_client = client;
}
+ METHOD(PlayerState, ps_push, void(PlayerState this, entity cl))
+ {
+ TC(PlayerState, this);
+ }
ENDCLASS(ClientState)
.ClientState _cs;