Difference between revisions of "CBasePlayer (CS)"
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| style="text-align:center" | int | | style="text-align:center" | int | ||
| See that is shared between client & server for shared weapons code. | | See that is shared between client & server for shared weapons code. | ||
+ | |- class="t2td" | ||
+ | | Unknown | ||
+ | | style="text-align:center" | 97 | ||
+ | | style="text-align:center" | 102 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | Unknown | ||
+ | | Unknown | ||
+ | |- class="t2td" | ||
+ | | m_hSpecTarget | ||
+ | | style="text-align:center" | 98 | ||
+ | | style="text-align:center" | 103 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | Unknown | ||
+ | | Not sure, maybe last spectated | ||
+ | |- class="t2td" | ||
+ | | Unknown | ||
+ | | style="text-align:center" | - | ||
+ | | style="text-align:center" | - | ||
+ | | style="text-align:center" | - | ||
+ | | style="text-align:center" | - | ||
+ | | EHANDLE takes place of 2 int, so nothing else here than previous data | ||
+ | |- class="t2td" | ||
+ | | m_flNextSpecButtonTime | ||
+ | | style="text-align:center" | 100 | ||
+ | | style="text-align:center" | 105 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | float | ||
+ | | Next gametime pressing a button will take effect when spectating. | ||
+ | |- class="t2td" | ||
+ | | m_iSpectatedPlayerWeaponId | ||
+ | | style="text-align:center" | 101 | ||
+ | | style="text-align:center" | 106 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | weapon type ( CSW_ ) the spectated player is holding | ||
+ | |- class="t2td" | ||
+ | | m_fHasSpectatedPlayerC4 | ||
+ | | style="text-align:center" | 102 | ||
+ | | style="text-align:center" | 107 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | | ||
+ | |- class="t2td" | ||
+ | | m_fHasSpectatedPlayerDefuseKit | ||
+ | | style="text-align:center" | 103 | ||
+ | | style="text-align:center" | 108 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | - | ||
+ | |- class="t2td" | ||
+ | | m_iObserverMode | ||
+ | | style="text-align:center" | 104 | ||
+ | | style="text-align:center" | 109 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | enum {OBS_NONE = 0, OBS_CHASE_LOCKED, OBS_CHASE_FREE, OBS_ROAMING, OBS_IN_EYE, OBS_MAP_FREE, OBS_MAP_CHASE} | ||
+ | |- class="t2td" | ||
+ | | ? | ||
+ | | style="text-align:center" | 105 | ||
+ | | style="text-align:center" | 110 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | ? | ||
+ | | ? | ||
+ | |- class="t2td" | ||
+ | | ? | ||
+ | | style="text-align:center" | 106 | ||
+ | | style="text-align:center" | 111 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | ? | ||
+ | | ? | ||
+ | |- class="t2td" | ||
+ | | ? | ||
+ | | style="text-align:center" | 107 | ||
+ | | style="text-align:center" | 112 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | ? | ||
+ | | ? | ||
+ | |- class="t2td" | ||
+ | | m_flPainShock | ||
+ | | style="text-align:center" | 108 | ||
+ | | style="text-align:center" | 113 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | float | ||
+ | | set to 0.3 or 1.0 when take damage, slows down player untill progressively reset to 0 by timers. | ||
+ | |- class="t2td" | ||
+ | | m_iLastZoom | ||
+ | | style="text-align:center" | 109 | ||
+ | | style="text-align:center" | 114 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | Store zoomed value when player has just shot while zooming, so zoom can be restored | ||
+ | |- class="t2td" | ||
+ | | m_fResumeZoom | ||
+ | | style="text-align:center" | 110 | ||
+ | | style="text-align:center" | 115 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | BOOL (int) | ||
+ | | Wheter zoom has to be restored or not after a shot | ||
+ | |- class="t2td" | ||
+ | | m_flEjectBrass | ||
+ | | style="text-align:center" | 111 | ||
+ | | style="text-align:center" | 116 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | float | ||
+ | | | ||
+ | |- class="t2td" | ||
+ | | m_iKevlarType | ||
+ | | style="text-align:center" | 112 | ||
+ | | style="text-align:center" | 117 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | 0-No Kevlar , 1-Vest , 2-Vest+Helmet | ||
+ | |- class="t2td" | ||
+ | | m_fHasBeenKilledLastRound | ||
+ | | style="text-align:center" | 113 | ||
+ | | style="text-align:center" | 118 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | Set to 1 if player has been killed last round, so game knows, for example, that default weapons has to be given. | ||
|- class="t2td" | |- class="t2td" | ||
| m_iPlayerTeam | | m_iPlayerTeam | ||
Line 28: | Line 147: | ||
| style="text-align:center" | int | | style="text-align:center" | int | ||
| Player team (0-NONE, 1-TT, 2-CT, 3-SPECTATOR, >3 Other teams) | | Player team (0-NONE, 1-TT, 2-CT, 3-SPECTATOR, >3 Other teams) | ||
+ | |- class="t2td" | ||
+ | | m_iAccount | ||
+ | | style="text-align:center" | 115 | ||
+ | | style="text-align:center" | 120 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | Player money amount | ||
+ | |- class="t2td" | ||
+ | | m_fHasPrimary | ||
+ | | style="text-align:center" | 116 | ||
+ | | style="text-align:center" | 121 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | If set to 1, player can't pickup an armoury entity holding a primary weapon, may be used to check for shield pickup | ||
|- class="t2td" | |- class="t2td" | ||
| m_iDefaultItems | | m_iDefaultItems | ||
Line 42: | Line 175: | ||
| style="text-align:center" | int | | style="text-align:center" | int | ||
| Join state for player (value of 5 will put the player in-game, other value will put the player on trigger_camera) | | Join state for player (value of 5 will put the player in-game, other value will put the player on trigger_camera) | ||
+ | |- class="t2td" | ||
+ | | m_pLastCamera | ||
+ | | style="text-align:center" | 122 | ||
+ | | style="text-align:center" | 127 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | CBaseEntity* | ||
+ | | use get_pdata_cbase | ||
+ | |- class="t2td" | ||
+ | | m_flNextCameraTime | ||
+ | | style="text-align:center" | 123 | ||
+ | | style="text-align:center" | 128 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | float | ||
+ | | - | ||
+ | |- class="t2td" | ||
+ | | m_flNextCameraTime | ||
+ | | style="text-align:center" | 122 | ||
+ | | style="text-align:center" | 127 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | float | ||
+ | | - | ||
+ | |- class="t2td" | ||
+ | | m_flLastActivityTime | ||
+ | | style="text-align:center" | 124 | ||
+ | | style="text-align:center" | 129 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | float | ||
+ | | - | ||
+ | |- class="t2td" | ||
+ | | m_bHasBeenShownBriefing | ||
+ | | style="text-align:center" | 125 | ||
+ | | style="text-align:center" | 130 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | bool | ||
+ | | Use get_pdata_int(playerIndex, m_bHasBeenShownBriefing) & (1<<0) | ||
+ | |- class="t2td" | ||
+ | | m_bHasChangeTeamThisRound | ||
+ | | style="text-align:center" | 125 | ||
+ | | style="text-align:center" | 130 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | bool | ||
+ | | -Use get_pdata_int(playerIndex, m_bHasChangeTeamThisRound) & 1<<8 | ||
+ | |- class="t2td" | ||
+ | | m_iInternalModel | ||
+ | | style="text-align:center" | 126 | ||
+ | | style="text-align:center" | 131 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | inf | ||
+ | | see cstrike.inc | ||
|- class="t2td" | |- class="t2td" | ||
| m_iPlayerSound | | m_iPlayerSound | ||
Line 485: | Line 667: | ||
| Client's known FOV. | | Client's known FOV. | ||
|- class="t2td" | |- class="t2td" | ||
− | | | + | | m_iNumRespawns |
| style="text-align:center" | 365 | | style="text-align:center" | 365 | ||
| style="text-align:center" | 370 | | style="text-align:center" | 370 | ||
| style="text-align:center" | +5 | | style="text-align:center" | +5 | ||
− | | style="text-align:center" | | + | | style="text-align:center" | int |
− | | | + | | |
− | |||
− | |||
− | |||
|- class="t2td" | |- class="t2td" | ||
− | | | + | | m_pentRemoveOnDisconnect |
− | | style="text-align:center" | | + | | style="text-align:center" | 366 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| style="text-align:center" | 370 | | style="text-align:center" | 370 | ||
− | |||
| style="text-align:center" | +5 | | style="text-align:center" | +5 | ||
− | | style="text-align:center" | | + | | style="text-align:center" | int |
− | | | + | | Not really used in CS. If you set an entity in this offset, when a player disconnects this entity will be removed. |
+ | Needs a better name. | ||
|- class="t2td" | |- class="t2td" | ||
− | | | + | | m_rgpPlayerItems |
− | | style="text-align:center" | | + | | style="text-align:center" | 367 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| style="text-align:center" | 372 | | style="text-align:center" | 372 | ||
− | |||
| style="text-align:center" | +5 | | style="text-align:center" | +5 | ||
− | | style="text-align:center" | CBasePlayerItem* | + | | style="text-align:center" | CBasePlayerItem*[MAX_ITEM_TYPES] |
| (get_pdata_cbase) | | (get_pdata_cbase) | ||
+ | <pawn> | ||
+ | #define MAX_ITEM_TYPES 6 | ||
+ | </pawn> | ||
|- class="t2td" | |- class="t2td" | ||
| m_pActiveItem | | m_pActiveItem | ||
Line 697: | Line 859: | ||
#define CHAT_INTERVAL 1.0f | #define CHAT_INTERVAL 1.0f | ||
</pawn> | </pawn> | ||
+ | |- class="t2td" | ||
+ | | m_iClAutoWepSwitch | ||
+ | | style="text-align:center" | 509 | ||
+ | | style="text-align:center" | 514 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | Last _cl_autowepswitch value of userinfo for this player | ||
+ | |- class="t2td" | ||
+ | | m_iVGUIMenus | ||
+ | | style="text-align:center" | 510 | ||
+ | | style="text-align:center" | 515 | ||
+ | | style="text-align:center" | +5 | ||
+ | | style="text-align:center" | int | ||
+ | | Last _vgui_menus value of userinfo for this player | ||
|} | |} |
Latest revision as of 15:47, 28 September 2021
- CBaseEntity
- CBaseDelay
- CBaseAnimating
- CBaseToggle
- CBaseMonster
- CBasePlayer (player)
- CBaseMonster
- CBaseToggle
- CBaseAnimating
- CBaseDelay
W = Windows | L = Linux
Name | W. Offset | L. Offset | L. Diff | Type | Description |
---|---|---|---|---|---|
random_seed | 96 | 101 | +5 | int | See that is shared between client & server for shared weapons code. |
Unknown | 97 | 102 | +5 | Unknown | Unknown |
m_hSpecTarget | 98 | 103 | +5 | Unknown | Not sure, maybe last spectated |
Unknown | - | - | - | - | EHANDLE takes place of 2 int, so nothing else here than previous data |
m_flNextSpecButtonTime | 100 | 105 | +5 | float | Next gametime pressing a button will take effect when spectating. |
m_iSpectatedPlayerWeaponId | 101 | 106 | +5 | int | weapon type ( CSW_ ) the spectated player is holding |
m_fHasSpectatedPlayerC4 | 102 | 107 | +5 | int | |
m_fHasSpectatedPlayerDefuseKit | 103 | 108 | +5 | int | - |
m_iObserverMode | 104 | 109 | +5 | int | enum {OBS_NONE = 0, OBS_CHASE_LOCKED, OBS_CHASE_FREE, OBS_ROAMING, OBS_IN_EYE, OBS_MAP_FREE, OBS_MAP_CHASE} |
? | 105 | 110 | +5 | ? | ? |
? | 106 | 111 | +5 | ? | ? |
? | 107 | 112 | +5 | ? | ? |
m_flPainShock | 108 | 113 | +5 | float | set to 0.3 or 1.0 when take damage, slows down player untill progressively reset to 0 by timers. |
m_iLastZoom | 109 | 114 | +5 | int | Store zoomed value when player has just shot while zooming, so zoom can be restored |
m_fResumeZoom | 110 | 115 | +5 | BOOL (int) | Wheter zoom has to be restored or not after a shot |
m_flEjectBrass | 111 | 116 | +5 | float | |
m_iKevlarType | 112 | 117 | +5 | int | 0-No Kevlar , 1-Vest , 2-Vest+Helmet |
m_fHasBeenKilledLastRound | 113 | 118 | +5 | int | Set to 1 if player has been killed last round, so game knows, for example, that default weapons has to be given. |
m_iPlayerTeam | 114 | 119 | +5 | int | Player team (0-NONE, 1-TT, 2-CT, 3-SPECTATOR, >3 Other teams) |
m_iAccount | 115 | 120 | +5 | int | Player money amount |
m_fHasPrimary | 116 | 121 | +5 | int | If set to 1, player can't pickup an armoury entity holding a primary weapon, may be used to check for shield pickup |
m_iDefaultItems | 120 | 125 | +5 | int | Default items (knife, gun) given: 1<<0 => Already given |
m_iJoinedState | 121 | 126 | +5 | int | Join state for player (value of 5 will put the player in-game, other value will put the player on trigger_camera) |
m_pLastCamera | 122 | 127 | +5 | CBaseEntity* | use get_pdata_cbase |
m_flNextCameraTime | 123 | 128 | +5 | float | - |
m_flNextCameraTime | 122 | 127 | +5 | float | - |
m_flLastActivityTime | 124 | 129 | +5 | float | - |
m_bHasBeenShownBriefing | 125 | 130 | +5 | bool | Use get_pdata_int(playerIndex, m_bHasBeenShownBriefing) & (1<<0) |
m_bHasChangeTeamThisRound | 125 | 130 | +5 | bool | -Use get_pdata_int(playerIndex, m_bHasChangeTeamThisRound) & 1<<8 |
m_iInternalModel | 126 | 131 | +5 | inf | see cstrike.inc |
m_iPlayerSound | 237 | 242 | +5 | int | The index of the sound list slot reserved for this player. |
m_iTargetVolume | 238 | 243 | +5 | int | Ideal sound volume. |
m_iWeaponVolume | 239 | 244 | +5 | int | How loud the player's weapon is right now. |
m_iExtraSoundTypes | 240 | 245 | +5 | int | Additional classification for this weapon's sound. |
m_iWeaponFlash | 241 | 246 | +5 | int | Brightness of the weapon flash. |
m_flStopExtraSoundTime | 242 | 247 | +5 | float | None. |
m_flFlashLightTime | 243 | 248 | +5 | float | Time until next battery draw/Recharge. |
m_iFlashBattery | 244 | 249 | +5 | int | Flashlight Battery Draw. |
m_afButtonLast | 245 | 250 | +5 | int | None. |
m_afButtonPressed | 246 | 251 | +5 | int | None. |
m_afButtonReleased | 247 | 252 | +5 | int | None. |
m_pentSndLast | 248 | 253 | +5 | edict_t* | Last sound entity to modify player room type. ( get_pdata_ent() ) |
m_flSndRoomtype | 249 | 254 | +5 | float | Last roomtype set by sound entity. |
m_flSndRange | 250 | 255 | +5 | float | Dist from player to sound entity. |
m_flFallVelocity | 251 | 256 | +5 | float | Player's fall speed. |
m_rgItems[item_antidote] | 254 | 259 | +5 | int | None. |
m_rgItems[item_security] | 255 | 260 | +5 | int | None. |
m_fKnownItem | ? | ? | +5 | int | True when a new item needs to be added. |
m_fNewAmmo | ? | ? | +5 | int | True when a new item has been added. |
m_afPhysicsFlags | 257 | 263 | +5 | unsigned int | Physics flags - set when 'normal' physics should be revisited or overriden.
The following masks can be found in player.h: #define PFLAG_ONLADDER ( 1<<0 ) #define PFLAG_ONSWING ( 1<<0 ) #define PFLAG_ONTRAIN ( 1<<1 ) #define PFLAG_ONBARNACLE ( 1<<2 ) #define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet #define PFLAG_USING ( 1<<4 ) // Using a continuous entity #define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't. |
m_fNextSuicideTime | 258 | 263 | +5 | float | The time after which the player can next use the suicide command. |
m_flTimeStepSound | 259 | 264 | +5 | float | When the last stepping sound was made. |
m_flTimeWeaponIdle | 260 | 265 | +5 | float | When to play another weapon idle animation. |
m_flSwimTime | 261 | 266 | +5 | float | How long player has been underwater. |
m_flDuckTime | 262 | 267 | +5 | float | How long we've been ducking. |
m_flWallJumpTime | 263 | 268 | +5 | float | How long until next walljump. |
m_flSuitUpdate | 264 | 269 | +5 | float | When to play next suit update. |
m_rgSuitPlayList | 265 | 270 | +5 | int[CSUITPLAYLIST] | Next sentencenum to play for suit update.
#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
|
m_iSuitPlayNext | 269 | 274 | +5 | int | Next sentence slot for queue storage. |
m_rgiSuitNoRepeat | 270 | 275 | +5 | int[CSUITNOREPEAT] | Suit sentence no repeat list.
#define CSUITNOREPEAT 32
|
m_rgflSuitNoRepeatTime | 302 | 207 | +5 | int[CSUITNOREPEAT] | How long to wait before allowing repeat. |
m_lastDamageAmount | 334 | 339 | +5 | int | Last damage taken. |
m_tbdPrev | 335 | 340 | +5 | float | Time-based damage timer. |
m_flgeigerRange | 336 | 341 | +5 | float | Range to nearest radiation source. |
m_flgeigerDelay | 337 | 342 | +5 | float | Delay per update of range msg to client. |
m_igeigerRangePrev | 338 | 343 | +5 | int | None. |
m_iStepLeft | 339 | 344 | +5 | int | Alternate left/right foot stepping sound. |
m_szTextureName | ? | ? | +5 | char[CBTEXTURENAMEMAX] | Current texture name we're standing on.
#define CBTEXTURENAMEMAX 13 // only load first n chars of name
|
m_chTextureType | ? | ? | +5 | char | Current texture type.
#define CHAR_TEX_CONCRETE 'C' // texture types #define CHAR_TEX_METAL 'M' #define CHAR_TEX_DIRT 'D' #define CHAR_TEX_VENT 'V' #define CHAR_TEX_GRATE 'G' #define CHAR_TEX_TILE 'T' #define CHAR_TEX_SLOSH 'S' #define CHAR_TEX_WOOD 'W' #define CHAR_TEX_COMPUTER 'P' #define CHAR_TEX_GLASS 'Y' #define CHAR_TEX_FLESH 'F' |
m_idrowndmg | 345 | 350 | +5 | int | Track drowning damage taken. |
m_idrownrestored | 346 | 351 | +5 | int | Track drowning damage restored. |
m_bitsHUDDamage | 347 | 352 | +5 | int | Damage bits for the current fame. These get sent to the hud via the Damage message.
// these are the damage types that have client hud art #define DMG_SHOWNHUD ( DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK ) |
m_fInitHUD | 348 | 353 | +5 | BOOL | True when deferred HUD restart msg needs to be sent. |
m_fInitHUD | 349 | 354 | +5 | BOOL | None. |
m_iTrain | 350 | 355 | +5 | int | Train control position. |
m_fWeapon | 351 | 356 | +5 | BOOL | Set this to FALSE to force a reset of the current weapon HUD info. |
m_pTank | ? | ? | +5 | EHANDLE | The tank which the player is currently controlling, NULL if no tank. |
m_fDeadTime | 354 | 359 | +5 | float | the time at which the player died (used in PlayerDeathThink()). |
m_fNoPlayerSound | 355 | 360 | +5 | BOOL | A debugging feature. Player makes no sound if this is true. |
m_fLongJump | 356 | 361 | +5 | BOOL | Does this player have the longjump module? |
m_tSneaking | 357 | 362 | +5 | float | None. |
m_iUpdateTime | 358 | 363 | +5 | int | Stores the number of frame ticks before sending HUD update messages. |
m_iClientHealth | 359 | 364 | +5 | int | The health currently known by the client. If this changes, send a new. |
m_iClientBattery | 360 | 365 | +5 | int | The Battery currently known by the client. If this changes, send a new. |
m_iHideHUD | 361 | 366 | +5 | int | The players hud weapon info is to be hidden |
m_iClientHideHUD | 362 | 367 | +5 | int | None. |
m_iFOV | 363 | 368 | +5 | int | Field of view. |
m_iClientFOV | 364 | 369 | +5 | int | Client's known FOV. |
m_iNumRespawns | 365 | 370 | +5 | int | |
m_pentRemoveOnDisconnect | 366 | 370 | +5 | int | Not really used in CS. If you set an entity in this offset, when a player disconnects this entity will be removed.
Needs a better name. |
m_rgpPlayerItems | 367 | 372 | +5 | CBasePlayerItem*[MAX_ITEM_TYPES] | (get_pdata_cbase)
#define MAX_ITEM_TYPES 6
|
m_pActiveItem | 373 | 378 | +5 | CBasePlayerItem* | (get_pdata_cbase) |
m_pClientActiveItem | 374 | 379 | +5 | CBasePlayerItem* | Client version of the active item. (get_pdata_cbase) |
m_pLastItem | 375 | 380 | +5 | CBasePlayerItem* | (get_pdata_cbase) |
m_rgAmmo | 376 | 381 | +5 | int[MAX_AMMO_SLOTS] | Shared ammo slots.
#define MAX_AMMO_SLOTS 32 // not really slots
|
m_rgAmmoLast | 408 | 413 | +5 | int[MAX_AMMO_SLOTS] | Shared ammo slots. |
m_vecAutoAim | 440 | 445 | +5 | Vector | Shared ammo slots. |
m_fOnTarget | 441 | 446 | +5 | BOOL | Shared ammo slots. |
m_iDeaths | 442 | 447 | +5 | int | Shared ammo slots. |
m_iRespawnFrames | 443 | 447 | +5 | float | Used in PlayerDeathThink() to make sure players can always respawn. |
m_izSBarState | 446 | 451 | +5 | int[SBAR_END] |
enum sbar_data { SBAR_ID_TARGETNAME = 1, SBAR_ID_TARGETHEALTH, SBAR_ID_TARGETARMOR, SBAR_END, }; |
m_flNextSBarUpdateTime | 449 | 454 | +5 | float | None. |
m_flStatusBarDisappearDelay | 450 | 455 | +5 | float | None. |
m_lastx | 483 | 488 | +5 | int | These are the previous update's crosshair angles. |
m_lasty | 484 | 489 | +5 | int | These are the previous update's crosshair angles. |
m_nCustomSprayFrames | 485 | 490 | +5 | int | Custom clan logo frames for this player. |
m_flNextDecalTime | 486 | 491 | +5 | float | Next time this player can spray a decal. |
m_szTeamName | 487 | 492 | +5 | char[TEAM_NAME_LENGTH] | None.
#define TEAM_NAME_LENGTH 16
|
m_szAnimExtention | 492 | 497 | +5 | char[32] | None. |
m_SbarString0 | ? | ? | +5 | char[ SBAR_STRING_SIZE ] |
#define SBAR_STRING_SIZE 128
|
m_SbarString1 | ? | ? | +5 | char[ SBAR_STRING_SIZE ] | None. |
m_flNextChatTime | ? | ? | +5 | float |
#define CHAT_INTERVAL 1.0f
|
m_iClAutoWepSwitch | 509 | 514 | +5 | int | Last _cl_autowepswitch value of userinfo for this player |
m_iVGUIMenus | 510 | 515 | +5 | int | Last _vgui_menus value of userinfo for this player |