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// player object
class PLAYER
{
public:
PLAYER();
// TODO: clean this up
char skin_name[64];
int use_custom_color;
int color_body;
int color_feet;
//
bool spawning;
int client_id;
int team;
int score;
//
int64 last_chat;
// network latency calculations
struct
{
int accum;
int accum_min;
int accum_max;
int avg;
int min;
int max;
} latency;
CHARACTER character;
// 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();
void try_respawn();
void respawn();
void set_team(int team);
void tick();
void snap(int snaping_client);
void on_direct_input(NETOBJ_PLAYER_INPUT *new_input);
void on_predicted_input(NETOBJ_PLAYER_INPUT *new_input);
void on_disconnect();
};
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