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Diffstat (limited to 'src/game/server/player.h')
-rw-r--r--src/game/server/player.h26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/game/server/player.h b/src/game/server/player.h
index 50f1c1a0..9d5e462c 100644
--- a/src/game/server/player.h
+++ b/src/game/server/player.h
@@ -11,7 +11,7 @@
 class CPlayer
 {
 	MACRO_ALLOC_POOL_ID()
-	
+
 public:
 	CPlayer(CGameContext *pGameServer, int ClientID, int Team);
 	~CPlayer();
@@ -23,7 +23,7 @@ public:
 	void SetTeam(int Team);
 	int GetTeam() const { return m_Team; };
 	int GetCID() const { return m_ClientID; };
-	
+
 	void Tick();
 	void PostTick();
 	void Snap(int SnappingClient);
@@ -31,10 +31,10 @@ public:
 	void OnDirectInput(CNetObj_PlayerInput *NewInput);
 	void OnPredictedInput(CNetObj_PlayerInput *NewInput);
 	void OnDisconnect(const char *pReason);
-	
+
 	void KillCharacter(int Weapon = WEAPON_GAME);
 	CCharacter *GetCharacter();
-	
+
 	//---------------------------------------------------------
 	// this is used for snapping so we know how we can clip the view for the player
 	vec2 m_ViewPos;
@@ -49,7 +49,7 @@ public:
 	int m_SpectatorID;
 
 	bool m_IsReady;
-	
+
 	//
 	int m_Vote;
 	int m_VotePos;
@@ -62,16 +62,16 @@ public:
 	int m_LastChangeInfo;
 	int m_LastEmote;
 	int m_LastKill;
-	
+
 	// TODO: clean this up
-	struct 
+	struct
 	{
 		char m_SkinName[64];
 		int m_UseCustomColor;
 		int m_ColorBody;
 		int m_ColorFeet;
 	} m_TeeInfos;
-	
+
 	int m_RespawnTick;
 	int m_DieTick;
 	int m_Score;
@@ -84,7 +84,7 @@ public:
 		int m_TargetY;
 	} m_LatestActivity;
 
-	// network latency calculations	
+	// network latency calculations
 	struct
 	{
 		int m_Accum;
@@ -92,16 +92,16 @@ public:
 		int m_AccumMax;
 		int m_Avg;
 		int m_Min;
-		int m_Max;	
+		int m_Max;
 	} m_Latency;
-	
+
 private:
 	CCharacter *Character;
 	CGameContext *m_pGameServer;
-	
+
 	CGameContext *GameServer() const { return m_pGameServer; }
 	IServer *Server() const;
-	
+
 	//
 	bool m_Spawning;
 	int m_ClientID;