3 void ClientState_attach(entity this);
5 IntrusiveList g_players;
6 STATIC_INIT(g_players) { g_players = IL_NEW(); }
10 ATTRIB(Client, netname, string, this.netname);
11 ATTRIB(Client, colormap, int, this.colormap);
12 ATTRIB(Client, team, int, this.team);
13 ATTRIB(Client, clientcolors, int, this.clientcolors);
15 ATTRIB(Client, netaddress, string, this.netaddress);
16 ATTRIB(Client, playermodel, string, this.playermodel);
17 ATTRIB(Client, playerskin, int, this.playerskin);
19 /** fingerprint of CA key the player used to authenticate */
20 ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp);
21 /** fingerprint of CA key the server used to authenticate to the player */
22 ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp);
23 /** fingerprint of ID used by the player entity, or string_null if not identified */
24 ATTRIB(Client, crypto_idfp, string, this.crypto_idfp);
25 /** set if the player's ID has been signed */
26 ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed);
27 /** the string "AES128" if encrypting, and string_null if plaintext */
28 ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod);
29 /** the string "HMAC-SHA256" if signing, and string_null if plaintext */
30 ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod);
32 // engine client fields
33 ATTRIB(Client, impulse, int, this.impulse);
35 ATTRIB(Client, button0, int, this.button0);
36 ATTRIB(Client, button2, int, this.button2);
37 ATTRIB(Client, button3, int, this.button3);
38 ATTRIB(Client, button4, int, this.button4);
39 ATTRIB(Client, button5, int, this.button5);
40 ATTRIB(Client, button6, int, this.button6);
41 ATTRIB(Client, button7, int, this.button7);
42 ATTRIB(Client, button8, int, this.button8);
43 ATTRIB(Client, button9, int, this.button9);
44 ATTRIB(Client, button10, int, this.button10);
45 ATTRIB(Client, button11, int, this.button11);
46 ATTRIB(Client, button12, int, this.button12);
47 ATTRIB(Client, button13, int, this.button13);
48 ATTRIB(Client, button14, int, this.button14);
49 ATTRIB(Client, button15, int, this.button15);
50 ATTRIB(Client, button16, int, this.button16);
51 ATTRIB(Client, buttonuse, int, this.buttonuse);
52 ATTRIB(Client, buttonchat, int, this.buttonchat);
54 ATTRIB(Client, cursor_active, int, this.cursor_active);
55 ATTRIB(Client, cursor_screen, vector, this.cursor_screen);
56 ATTRIB(Client, cursor_trace_start, vector, this.cursor_trace_start);
57 ATTRIB(Client, cursor_trace_endpos, vector, this.cursor_trace_endpos);
58 ATTRIB(Client, cursor_trace_ent, entity, this.cursor_trace_ent);
60 ATTRIB(Client, ping, float, this.ping);
61 ATTRIB(Client, ping_packetloss, float, this.ping_packetloss);
62 ATTRIB(Client, ping_movementloss, float, this.ping_movementloss);
64 ATTRIB(Client, v_angle, vector, this.v_angle);
65 ATTRIB(Client, movement, vector, this.movement);
69 ATTRIB(Client, playerid, int, this.playerid);
71 ATTRIB(Client, parm_idlesince, int, this.parm_idlesince);
72 ATTRIB(Client, muted, bool, this.muted);
73 ATTRIB(Client, killindicator_teamchange, int, this.killindicator_teamchange);
74 ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft);
75 ATTRIB(Client, pm_frametime, float, this.pm_frametime);
76 ATTRIB(Client, pressedkeys, int, this.pressedkeys);
77 ATTRIB(Client, movement_old, vector, this.movement_old);
78 ATTRIB(Client, buttons_old, int, this.buttons_old);
79 ATTRIB(Client, teamkill_complain, float, this.teamkill_complain);
80 ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime);
81 ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource);
82 ATTRIB(Client, usekeypressed, bool, this.usekeypressed);
83 ATTRIB(Client, motd_actived_time, float, this.motd_actived_time);
84 ATTRIB(Client, jointime, float, this.jointime);
85 ATTRIB(Client, spectatortime, float, this.spectatortime);
86 ATTRIB(Client, version_nagtime, float, this.version_nagtime);
87 ATTRIB(Client, netname_previous, string, this.netname_previous);
88 ATTRIB(Client, allowed_timeouts, int, this.allowed_timeouts);
89 ATTRIB(Client, active_minigame, entity, this.active_minigame);
90 ATTRIB(Client, taunt_soundtime, float, this.taunt_soundtime);
91 ATTRIB(Client, killcount, int, this.killcount);
92 ATTRIB(Client, version_mismatch, bool, this.version_mismatch);
93 ATTRIB(Client, version, int, this.version);
94 ATTRIB(Client, spectatee_status, int, this.spectatee_status);
95 ATTRIB(Client, zoomstate, bool, this.zoomstate);
96 ATTRIB(Client, just_joined, bool, this.just_joined);
97 ATTRIB(Client, race_completed, bool, this.race_completed);
98 ATTRIBARRAY(Client, msg_choice_choices, int, 50); // TODO: actually NOTIF_CHOICE_MAX
99 ATTRIB(Client, latency_sum, float, this.latency_sum);
100 ATTRIB(Client, latency_cnt, int, this.latency_cnt);
101 ATTRIB(Client, latency_time, float, this.latency_time);
102 ATTRIB(Client, v_angle_old, vector, this.v_angle_old);
103 ATTRIB(Client, model_randomizer, float, this.model_randomizer);
104 ATTRIB(Client, accuracy, entity, this.accuracy);
105 ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam);
106 ATTRIB(Client, scorekeeper, entity, this.scorekeeper);
107 ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
108 ATTRIB(Client, hitplotfh, int, this.hitplotfh);
109 ATTRIB(Client, clientdata, entity, this.clientdata);
110 ATTRIB(Client, wasplayer, bool, this.wasplayer);
112 METHOD(Client, m_unwind, bool(Client this));
114 STATIC_METHOD(Client, Add, void(Client this, int _team));
115 STATIC_METHOD(Client, Remove, void(Client this));
118 if (this.m_unwind(this)) return this;
120 this.classname = "player_joining";
121 static int playerid_last;
122 this.playerid = ++playerid_last;
123 ClientState_attach(this);
128 CONSTRUCTOR(Client, string name) {
131 this.netaddress = "local";
132 this.playermodel = cvar_defstring("sv_defaultplayermodel");
136 CLASS(Observer, Client)
138 this.classname = STR_OBSERVER;
140 DESTRUCTOR(Observer) { }
143 CLASS(Spectator, Client)
145 this.classname = STR_SPECTATOR;
147 DESTRUCTOR(Spectator) { }
150 CLASS(Player, Client)
154 ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet!
155 ATTRIB(Player, itemkeys, int, this.itemkeys);
156 ATTRIB(Player, ballistics_density, float, this.ballistics_density);
157 ATTRIB(Player, prevstrengthsound, float, this.prevstrengthsound);
158 ATTRIB(Player, prevstrengthsoundattempt, float, this.prevstrengthsoundattempt);
159 ATTRIB(Player, buff_shield, float, this.buff_shield);
162 this.classname = STR_PLAYER;
163 IL_PUSH(g_players, this);
166 IL_REMOVE(g_players, this);
170 METHOD(Client, m_unwind, bool(Client this))
173 #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END
174 switch (this.classname) {
192 float c1, c2, c3, c4;
194 void play_countdown(entity this, float finished, Sound samp);
196 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit);
198 bool Spectate(entity this, entity pl);
200 #define SPECTATE_COPY() [[accumulate]] void SpectateCopy(entity this, entity spectatee)
201 #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }