* 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
* 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;
#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);