XYZ realoldcoords;
XYZ oldcoords;
XYZ coords;
- XYZ originalcoords;
XYZ velocity;
XYZ proportionhead;
float permanentdamage;
float superpermanentdamage;
float lastcollide;
+ /* Seems to be 0 = alive, 1 = unconscious, 2 = dead */
int dead;
float jumppower;
bool onground;
- int madskills;
int wentforweapon;
bool calcrot;
- bool backwardsanim;
-
XYZ facing;
float bleeding;
float aiupdatedelay;
float losupdatedelay;
int ally;
- XYZ movetarget;
float collide;
float collided;
float avoidcollided;
float weaponmissdelay;
float highreversaldelay;
float lowreversaldelay;
- float nocollidedelay;
int creature;
bool onfire;
float onfiredelay;
float burnt;
- float fireduration;
float flamedelay;
- float updatestuffdelay;
int playerdetail;
int num_weapons;
int weaponids[4];
+ /* Key of weaponids which is the weapon in hand, if any. -1 otherwise.
+ * Always 0 or -1 as activeweapon is moved to position 0 when taken */
int weaponactive;
int weaponstuck;
+ /* 0 or 1 to say if weapon is stuck in the front or the back */
int weaponstuckwhere;
- int weaponwhere;
int numwaypoints;
XYZ waypoints[90];
int waypointtype[90];
float pausetime;
- bool hastempwaypoint;
- XYZ tempwaypoint;
XYZ headtarget;
float interestdelay;
int lastpathfindpoint2;
int lastpathfindpoint3;
int lastpathfindpoint4;
- bool onpath;
int waypoint;
- bool jumppath;
XYZ lastseen;
float lastseentime;
int whichskin;
bool rabbitkickragdoll;
- XYZ averageloc;
- XYZ oldaverageloc;
-
Animation tempanimation;
float occluded;
bool jumpclimb;
-
+ Person();
// convenience functions
inline Joint& joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; }
void setAnimation(int);
void DoAnimations();
void RagDoll(bool checkcollision);
+
+ void takeWeapon (int weaponId);
+
+ bool addClothes(const int& clothesId);
+ void addClothes();
};
const int maxplayers = 10;