Example #1
0
 public virtual void Set(client_respawn_t from)
 {
     coop_respawn.Set(from.coop_respawn);
     enterframe = from.enterframe;
     score      = from.score;
     Math3D.VectorCopy(from.cmd_angles, cmd_angles);
     spectator = from.spectator;
 }
Example #2
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;
 }