public virtual void Set(client_persistant_t from) { userinfo = from.userinfo; netname = from.netname; hand = from.hand; connected = from.connected; health = from.health; max_health = from.max_health; savedFlags = from.savedFlags; selected_item = from.selected_item; System.Array.Copy(from.inventory, 0, inventory, 0, inventory.Length); max_bullets = from.max_bullets; max_shells = from.max_shells; max_rockets = from.max_rockets; max_grenades = from.max_grenades; max_cells = from.max_cells; max_slugs = from.max_slugs; weapon = from.weapon; lastweapon = from.lastweapon; power_cubes = from.power_cubes; score = from.score; game_helpchanged = from.game_helpchanged; helpchanged = from.helpchanged; spectator = from.spectator; }
public virtual void Clear() { coop_respawn = new client_persistant_t(); enterframe = 0; score = 0; Math3D.VectorClear(cmd_angles); spectator = false; }
public virtual void Clear( ) { ping = 0; pers = new client_persistant_t(); resp = new client_respawn_t(); old_pmove = new pmove_state_t(); showscores = false; showinventory = false; showhelp = false; showhelpicon = false; ammo_index = 0; buttons = oldbuttons = latched_buttons = 0; weapon_thunk = false; newweapon = null; damage_armor = 0; damage_parmor = 0; damage_blood = 0; damage_knockback = 0; killer_yaw = 0; damage_from = new Single[3]; weaponstate = 0; kick_angles = new Single[3]; kick_origin = new Single[3]; v_dmg_roll = v_dmg_pitch = v_dmg_time = 0; fall_time = fall_value = 0; damage_alpha = 0; bonus_alpha = 0; damage_blend = new Single[3]; v_angle = new Single[3]; bobtime = 0; oldviewangles = new Single[3]; oldvelocity = new Single[3]; next_drown_time = 0; old_waterlevel = 0; breather_sound = 0; machinegun_shots = 0; anim_end = 0; anim_priority = 0; anim_duck = false; anim_run = false; quad_framenum = 0; invincible_framenum = 0; breather_framenum = 0; enviro_framenum = 0; grenade_blew_up = false; grenade_time = 0; silencer_shots = 0; weapon_sound = 0; pickup_msg_time = 0; flood_locktill = 0; flood_when = new Single[10]; flood_whenhead = 0; respawn_time = 0; chase_target = null; update_chase = false; }