DDraceNetwork Docs
CGameClient::CClientData Struct Reference

#include <gameclient.h>

Collaboration diagram for CGameClient::CClientData:
[legend]

Classes

class  CSixup
 

Public Member Functions

void UpdateRenderInfo (bool IsTeamPlay)
 
void Reset ()
 

Public Attributes

int m_UseCustomColor
 
int m_ColorBody
 
int m_ColorFeet
 
char m_aName [MAX_NAME_LENGTH]
 
char m_aClan [MAX_CLAN_LENGTH]
 
int m_Country
 
char m_aSkinName [MAX_SKIN_LENGTH]
 
int m_SkinColor
 
int m_Team
 
int m_Emoticon
 
float m_EmoticonStartFraction
 
int m_EmoticonStartTick
 
bool m_Solo
 
bool m_Jetpack
 
bool m_CollisionDisabled
 
bool m_EndlessHook
 
bool m_EndlessJump
 
bool m_HammerHitDisabled
 
bool m_GrenadeHitDisabled
 
bool m_LaserHitDisabled
 
bool m_ShotgunHitDisabled
 
bool m_HookHitDisabled
 
bool m_Super
 
bool m_Invincible
 
bool m_HasTelegunGun
 
bool m_HasTelegunGrenade
 
bool m_HasTelegunLaser
 
int m_FreezeEnd
 
bool m_DeepFrozen
 
bool m_LiveFrozen
 
CCharacterCore m_Predicted
 
CCharacterCore m_PrevPredicted
 
CTeeRenderInfo m_SkinInfo
 
CTeeRenderInfo m_RenderInfo
 
float m_Angle
 
bool m_Active
 
bool m_ChatIgnore
 
bool m_EmoticonIgnore
 
bool m_Friend
 
bool m_Foe
 
int m_AuthLevel
 
bool m_Afk
 
bool m_Paused
 
bool m_Spec
 
bool m_aSwitchStates [256]
 
CNetObj_Character m_Snapped
 
CNetObj_Character m_Evolved
 
CNetObj_Character m_RenderCur
 
CNetObj_Character m_RenderPrev
 
vec2 m_RenderPos
 
bool m_IsPredicted
 
bool m_IsPredictedLocal
 
int64_t m_aSmoothStart [2]
 
int64_t m_aSmoothLen [2]
 
vec2 m_aPredPos [200]
 
int m_aPredTick [200]
 
bool m_SpecCharPresent
 
vec2 m_SpecChar
 
CSixup m_aSixup [NUM_DUMMIES]
 

Member Function Documentation

◆ Reset()

void CGameClient::CClientData::Reset ( )

◆ UpdateRenderInfo()

void CGameClient::CClientData::UpdateRenderInfo ( bool  IsTeamPlay)

Member Data Documentation

◆ m_aClan

char CGameClient::CClientData::m_aClan[MAX_CLAN_LENGTH]

◆ m_Active

bool CGameClient::CClientData::m_Active

◆ m_Afk

bool CGameClient::CClientData::m_Afk

◆ m_aName

char CGameClient::CClientData::m_aName[MAX_NAME_LENGTH]

◆ m_Angle

float CGameClient::CClientData::m_Angle

◆ m_aPredPos

vec2 CGameClient::CClientData::m_aPredPos[200]

◆ m_aPredTick

int CGameClient::CClientData::m_aPredTick[200]

◆ m_aSixup

CSixup CGameClient::CClientData::m_aSixup[NUM_DUMMIES]

◆ m_aSkinName

char CGameClient::CClientData::m_aSkinName[MAX_SKIN_LENGTH]

◆ m_aSmoothLen

int64_t CGameClient::CClientData::m_aSmoothLen[2]

◆ m_aSmoothStart

int64_t CGameClient::CClientData::m_aSmoothStart[2]

◆ m_aSwitchStates

bool CGameClient::CClientData::m_aSwitchStates[256]

◆ m_AuthLevel

int CGameClient::CClientData::m_AuthLevel

◆ m_ChatIgnore

bool CGameClient::CClientData::m_ChatIgnore

◆ m_CollisionDisabled

bool CGameClient::CClientData::m_CollisionDisabled

◆ m_ColorBody

int CGameClient::CClientData::m_ColorBody

◆ m_ColorFeet

int CGameClient::CClientData::m_ColorFeet

◆ m_Country

int CGameClient::CClientData::m_Country

◆ m_DeepFrozen

bool CGameClient::CClientData::m_DeepFrozen

◆ m_Emoticon

int CGameClient::CClientData::m_Emoticon

◆ m_EmoticonIgnore

bool CGameClient::CClientData::m_EmoticonIgnore

◆ m_EmoticonStartFraction

float CGameClient::CClientData::m_EmoticonStartFraction

◆ m_EmoticonStartTick

int CGameClient::CClientData::m_EmoticonStartTick

◆ m_EndlessHook

bool CGameClient::CClientData::m_EndlessHook

◆ m_EndlessJump

bool CGameClient::CClientData::m_EndlessJump

◆ m_Evolved

CNetObj_Character CGameClient::CClientData::m_Evolved

◆ m_Foe

bool CGameClient::CClientData::m_Foe

◆ m_FreezeEnd

int CGameClient::CClientData::m_FreezeEnd

◆ m_Friend

bool CGameClient::CClientData::m_Friend

◆ m_GrenadeHitDisabled

bool CGameClient::CClientData::m_GrenadeHitDisabled

◆ m_HammerHitDisabled

bool CGameClient::CClientData::m_HammerHitDisabled

◆ m_HasTelegunGrenade

bool CGameClient::CClientData::m_HasTelegunGrenade

◆ m_HasTelegunGun

bool CGameClient::CClientData::m_HasTelegunGun

◆ m_HasTelegunLaser

bool CGameClient::CClientData::m_HasTelegunLaser

◆ m_HookHitDisabled

bool CGameClient::CClientData::m_HookHitDisabled

◆ m_Invincible

bool CGameClient::CClientData::m_Invincible

◆ m_IsPredicted

bool CGameClient::CClientData::m_IsPredicted

◆ m_IsPredictedLocal

bool CGameClient::CClientData::m_IsPredictedLocal

◆ m_Jetpack

bool CGameClient::CClientData::m_Jetpack

◆ m_LaserHitDisabled

bool CGameClient::CClientData::m_LaserHitDisabled

◆ m_LiveFrozen

bool CGameClient::CClientData::m_LiveFrozen

◆ m_Paused

bool CGameClient::CClientData::m_Paused

◆ m_Predicted

CCharacterCore CGameClient::CClientData::m_Predicted

◆ m_PrevPredicted

CCharacterCore CGameClient::CClientData::m_PrevPredicted

◆ m_RenderCur

CNetObj_Character CGameClient::CClientData::m_RenderCur

◆ m_RenderInfo

CTeeRenderInfo CGameClient::CClientData::m_RenderInfo

◆ m_RenderPos

vec2 CGameClient::CClientData::m_RenderPos

◆ m_RenderPrev

CNetObj_Character CGameClient::CClientData::m_RenderPrev

◆ m_ShotgunHitDisabled

bool CGameClient::CClientData::m_ShotgunHitDisabled

◆ m_SkinColor

int CGameClient::CClientData::m_SkinColor

◆ m_SkinInfo

CTeeRenderInfo CGameClient::CClientData::m_SkinInfo

◆ m_Snapped

CNetObj_Character CGameClient::CClientData::m_Snapped

◆ m_Solo

bool CGameClient::CClientData::m_Solo

◆ m_Spec

bool CGameClient::CClientData::m_Spec

◆ m_SpecChar

vec2 CGameClient::CClientData::m_SpecChar

◆ m_SpecCharPresent

bool CGameClient::CClientData::m_SpecCharPresent

◆ m_Super

bool CGameClient::CClientData::m_Super

◆ m_Team

int CGameClient::CClientData::m_Team

◆ m_UseCustomColor

int CGameClient::CClientData::m_UseCustomColor

The documentation for this struct was generated from the following files: