diff options
Diffstat (limited to 'src/game/server/entities/character.h')
| -rw-r--r-- | src/game/server/entities/character.h | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/game/server/entities/character.h b/src/game/server/entities/character.h index b4009058..611dc427 100644 --- a/src/game/server/entities/character.h +++ b/src/game/server/entities/character.h @@ -19,25 +19,25 @@ enum class CCharacter : public CEntity { MACRO_ALLOC_POOL_ID() - + public: //character's size static const int ms_PhysSize = 28; CCharacter(CGameWorld *pWorld); - + virtual void Reset(); virtual void Destroy(); virtual void Tick(); virtual void TickDefered(); virtual void Snap(int SnappingClient); - + bool IsGrounded(); - + void SetWeapon(int W); void HandleWeaponSwitch(); void DoWeaponSwitch(); - + void HandleWeapons(); void HandleNinja(); @@ -46,53 +46,53 @@ public: void FireWeapon(); void Die(int Killer, int Weapon); - bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon); + bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon); bool Spawn(class CPlayer *pPlayer, vec2 Pos); bool Remove(); - + bool IncreaseHealth(int Amount); bool IncreaseArmor(int Amount); - + bool GiveWeapon(int Weapon, int Ammo); void GiveNinja(); - + void SetEmote(int Emote, int Tick); - + bool IsAlive() const { return m_Alive; } class CPlayer *GetPlayer() { return m_pPlayer; } - + private: // player controlling this character class CPlayer *m_pPlayer; - + bool m_Alive; // weapon info CEntity *m_apHitObjects[10]; int m_NumObjectsHit; - + struct WeaponStat { int m_AmmoRegenStart; int m_Ammo; int m_Ammocost; bool m_Got; - + } m_aWeapons[NUM_WEAPONS]; - + int m_ActiveWeapon; int m_LastWeapon; int m_QueuedWeapon; - + int m_ReloadTimer; int m_AttackTick; - + int m_DamageTaken; int m_EmoteType; int m_EmoteStop; - + // last tick that the player took any action ie some input int m_LastAction; @@ -100,12 +100,12 @@ private: CNetObj_PlayerInput m_LatestPrevInput; CNetObj_PlayerInput m_LatestInput; - // input + // input CNetObj_PlayerInput m_PrevInput; CNetObj_PlayerInput m_Input; int m_NumInputs; int m_Jumped; - + int m_DamageTakenTick; int m_Health; @@ -120,9 +120,9 @@ private: int m_OldVelAmount; } m_Ninja; - // the player core for the physics + // the player core for the physics CCharacterCore m_Core; - + // info for dead reckoning int m_ReckoningTick; // tick that we are performing dead reckoning From CCharacterCore m_SendCore; // core that we should send |