#include <gameclient.h>
◆ Reset()
void CGameClient::CClientData::Reset |
( |
| ) |
|
◆ UpdateRenderInfo()
void CGameClient::CClientData::UpdateRenderInfo |
( |
bool |
IsTeamPlay | ) |
|
◆ m_aClan
◆ m_Active
bool CGameClient::CClientData::m_Active |
◆ m_Afk
bool CGameClient::CClientData::m_Afk |
◆ m_aName
◆ 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
◆ m_aSkinName
◆ 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
◆ 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
◆ m_PrevPredicted
◆ m_RenderCur
◆ m_RenderInfo
◆ m_RenderPos
vec2 CGameClient::CClientData::m_RenderPos |
◆ m_RenderPrev
◆ m_ShotgunHitDisabled
bool CGameClient::CClientData::m_ShotgunHitDisabled |
◆ m_SkinColor
int CGameClient::CClientData::m_SkinColor |
◆ m_SkinInfo
◆ 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: