* 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))
+ 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);
* Server: instance per client
*/
CLASS(ClientState, Object)
- ATTRIB(ClientState, m_client, entity, NULL)
+ ATTRIB(ClientState, m_client, entity);
CONSTRUCTOR(ClientState, entity client)
{
CONSTRUCT(ClientState);