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-rw-r--r--src/game/server/player.hpp75
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