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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2010-05-29 07:25:38 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2010-05-29 07:25:38 +0000 |
| commit | 72c06a258940696093f255fb1061beb58e1cdd0b (patch) | |
| tree | 36b9a7712eec2d4f07837eab9c38ef1c5af85319 /src/game/server/player.hpp | |
| parent | e56feb597bc743677633432f77513b02907fd169 (diff) | |
| download | zcatch-72c06a258940696093f255fb1061beb58e1cdd0b.tar.gz zcatch-72c06a258940696093f255fb1061beb58e1cdd0b.zip | |
copied refactor to trunk
Diffstat (limited to 'src/game/server/player.hpp')
| -rw-r--r-- | src/game/server/player.hpp | 75 |
1 files changed, 0 insertions, 75 deletions
diff --git a/src/game/server/player.hpp b/src/game/server/player.hpp deleted file mode 100644 index e93aee01..00000000 --- a/src/game/server/player.hpp +++ /dev/null @@ -1,75 +0,0 @@ -#ifndef GAME_SERVER_PLAYER_H -#define GAME_SERVER_PLAYER_H - -// this include should perhaps be removed -#include "entities/character.hpp" - -// player object -class PLAYER -{ - MACRO_ALLOC_POOL_ID() -private: - CHARACTER *character; -public: - PLAYER(int client_id); - ~PLAYER(); - - // TODO: clean this up - char skin_name[64]; - int use_custom_color; - int color_body; - int color_feet; - - int respawn_tick; - int die_tick; - // - bool spawning; - int client_id; - int team; - int score; - bool force_balanced; - - // - int vote; - int64 last_votecall; - - // - int64 last_chat; - int64 last_setteam; - int64 last_changeinfo; - int64 last_emote; - int64 last_kill; - - // network latency calculations - struct - { - int accum; - int accum_min; - int accum_max; - int avg; - int min; - int max; - } latency; - - // this is used for snapping so we know how we can clip the view for the player - vec2 view_pos; - - void init(int client_id); - - CHARACTER *get_character(); - - void kill_character(int weapon); - - void try_respawn(); - void respawn(); - void set_team(int team); - - void tick(); - void snap(int snapping_client); - - void on_direct_input(NETOBJ_PLAYER_INPUT *new_input); - void on_predicted_input(NETOBJ_PLAYER_INPUT *new_input); - void on_disconnect(); -}; - -#endif |