Example #1
0
 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;
 }
Example #2
0
 public virtual void Clear()
 {
     coop_respawn = new client_persistant_t();
     enterframe   = 0;
     score        = 0;
     Math3D.VectorClear(cmd_angles);
     spectator = false;
 }
Example #3
0
 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;
 }