| 32 | import java.io.IOException; |
| 33 | |
| 34 | public class gclient_t implements jake2.qcommon.GameClient { |
| 35 | |
| 36 | public gclient_t(int index) |
| 37 | { |
| 38 | this.setIndex(index); |
| 39 | } |
| 40 | // this structure is cleared on each PutClientInServer(), |
| 41 | // except for 'client->pers' |
| 42 | |
| 43 | // known to server |
| 44 | private player_state_t ps = new player_state_t(); // communicated by server to clients |
| 45 | private int ping; |
| 46 | |
| 47 | // private to game |
| 48 | public client_persistant_t pers = new client_persistant_t(); |
| 49 | client_respawn_t resp = new client_respawn_t(); |
| 50 | pmove_state_t old_pmove = new pmove_state_t(); // for detecting out-of-pmove changes |
| 51 | |
| 52 | boolean showscores; // set layout stat |
| 53 | boolean showinventory; // set layout stat |
| 54 | boolean showhelp; |
| 55 | private boolean showhelpicon; |
| 56 | |
| 57 | /** |
| 58 | * Item index for the selected weapon |
| 59 | */ |
| 60 | int ammo_index; |
| 61 | |
| 62 | int buttons; |
| 63 | int oldbuttons; |
| 64 | int latched_buttons; |
| 65 | |
| 66 | boolean weapon_thunk; |
| 67 | |
| 68 | public GameItem newweapon; |
| 69 | |
| 70 | // sum up damage over an entire frame, so |
| 71 | // shotgun blasts give a single big kick |
| 72 | int damage_armor; // damage absorbed by armor |
| 73 | int damage_parmor; // damage absorbed by power armor |
| 74 | int damage_blood; // damage taken out of health |
| 75 | int damage_knockback; // impact damage |
| 76 | float[] damage_from = { 0, 0, 0 }; // origin for vector calculation |
| 77 | |
| 78 | float killer_yaw; // when dead, look at killer |
| 79 | |
| 80 | WeaponStates weaponstate = WeaponStates.WEAPON_READY; |
| 81 | float[] kick_angles = { 0, 0, 0 }; // weapon kicks |
| 82 | float[] kick_origin = { 0, 0, 0 }; |
| 83 | float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks |
| 84 | float fall_time, fall_value; // for view drop on fall |
| 85 | float damage_alpha; |
| 86 | public float bonus_alpha; |
| 87 | float[] damage_blend = { 0, 0, 0 }; |
| 88 | public float[] v_angle = { 0, 0, 0 }; // aiming direction |
| 89 | float bobtime; // so off-ground doesn't change it |
| 90 | float[] oldviewangles = { 0, 0, 0 }; |
| 91 | float[] oldvelocity = { 0, 0, 0 }; |
nothing calls this directly
no outgoing calls
no test coverage detected