struct gclient_s From g_local.h
gclient_s構造体は以下のとおりgclient_t型として定義され、使用されている。
// client_t->anim_priority
#define ANIM_BASIC 0 // stand / run
#define ANIM_WAVE 1
#define ANIM_JUMP 2
#define ANIM_PAIN 3
#define ANIM_ATTACK 4
#define ANIM_DEATH 5
typedef struct gclient_s
{
// known to server
player_state_t ps; // communicated by server to clients
int ping;
// private to game
client_persistant_t pers;
client_respawn_t resp;
pmove_state_t old_pmove; // for detecting out-of-pmove changes
qboolean showscores; // set layout stat
qboolean showinventory; // set layout stat
qboolean showhelpicon;
int ammo_index;
int buttons;
int oldbuttons;
int latched_buttons;
qboolean weapon_thunk;
gitem_t *newweapon;
// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
int damage_armor; // damage absorbed by armor
int damage_parmor; // damage absorbed by power armor
int damage_blood; // damage taken out of health
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
float killer_yaw; // when dead, look at killer
weaponstate_t weaponstate;
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
float fall_time, fall_value; // for view drop on fall
float damage_alpha;
float bonus_alpha;
vec3_t damage_blend;
vec3_t v_angle; // aiming direction
float bobtime; // so off-ground doesn't change it
vec3_t oldviewangles;
vec3_t oldvelocity;
float next_drown_time;
int old_waterlevel;
int breather_sound;
int machinegun_shots; // for weapon raising
// animation vars
int anim_end;
int anim_priority;
qboolean anim_duck;
qboolean anim_run;
// powerup timers
float quad_framenum;
float invincible_framenum;
float breather_framenum;
float enviro_framenum;
qboolean grenade_blew_up;
float grenade_time;
int silencer_shots;
int weapon_sound;
float pickup_msg_time;
float respawn_time; // can respawn when time > this
} gclient_t;
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