//
typedef struct
{
+ // true if playing in a local game and no one else is connected
+ int islocalgame;
+
// when connecting to the server throw out the first couple move messages
// so the player doesn't accidentally do something the first frame
int movemessages;
int items;
// cl.time of acquiring item, for blinking
float item_gettime[32];
+ // cl.time of changing STAT_ACTIVEWEAPON
+ float weapontime;
// use pain anim frame if cl.time < this
float faceanimtime;
// for interpolation
float viewzoomold, viewzoomnew;
+ // protocol version of the server we're connected to
+ int protocol;
+
// entity database stuff
entity_database_t entitydatabase;
+ entity_database4_t *entitydatabase4;
}
client_state_t;