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PlayerStruct.h
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PlayerStruct.h
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#ifndef PLAYERSTRUCT_H
#define PLAYERSTRUCT_H
#include <Server/Structs/BlockStruct.h>
#include <Server/Structs/CommandStruct.h>
#include <Server/Structs/GrenadeStruct.h>
#include <Server/Structs/IPStruct.h>
#include <Server/Structs/MapStruct.h>
#include <Server/Structs/MovementStruct.h>
#include <Server/Structs/TimerStruct.h>
#include <Util/Enums.h>
#include <Util/Queue.h>
#include <Util/Types.h>
#include <Util/Uthash.h>
#include <enet/enet.h>
#include <stdint.h>
typedef struct player
{
UT_hash_handle hh;
queue_t* map_queue;
ENetPeer* peer;
grenade_t* grenade;
uint64_t permissions;
string_node_t* current_periodic_message;
block_node_t* blockBuffer;
timers_t timers;
permissions_t role_list[5]; // Change me based on the number of access levels you require
state_t state;
weapon_t weapon;
team_t team;
tool_t item;
weapon_default_clip_t default_clip;
weapon_default_reserve_t default_reserve;
uint32_t kills;
uint32_t deaths;
int version_minor;
int version_major;
int version_revision;
color_t tool_color;
int hp;
float lastclimb;
ip_t ip;
vector3f_t locAtClick;
movement_t movement;
vector3i_t result_line[50];
uint16_t ups;
char client;
uint8_t id;
uint8_t respawn_time;
uint8_t grenades;
uint8_t blocks;
uint8_t weapon_reserve;
uint8_t weapon_clip;
uint8_t weapon_pellets;
uint8_t alive;
uint8_t input;
uint8_t allow_killing;
uint8_t allow_team_killing;
uint8_t muted;
uint8_t admin_muted;
uint8_t can_build;
uint8_t told_to_master;
uint8_t has_intel;
uint8_t is_invisible;
uint8_t welcome_sent;
uint8_t reloading;
uint8_t spam_counter;
uint8_t periodic_delay_index;
uint8_t invalid_pos_count;
uint8_t move_forward;
uint8_t move_backwards;
uint8_t move_left;
uint8_t move_right;
uint8_t jumping;
uint8_t crouching;
uint8_t sneaking;
uint8_t sprinting;
uint8_t primary_fire;
uint8_t secondary_fire;
uint8_t airborne;
uint8_t wade;
char name[17];
char os_info[255];
} player_t;
#endif