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; }
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; }