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playerlist.h
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playerlist.h
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#pragma once
#include "player.h"
struct player_data_t
{
int index{ };
c_base_entity* base{ };
// state info
bool is_valid{ };
bool validating_tick{ };
bool is_dormant{ };
bool is_alive{ };
bool is_immune{ };
bool is_teammate{ };
bool is_cheater{ };
vec3 origin{ };
vec3 velocity{ };
float speed{ };
bool is_onground{ };
bool is_fakewalking{ };
bool is_simtime_update{ };
bool is_lby_update{ };
bool is_shot_update{ };
bool is_moving{ };
// data
float simtime{ };
float old_simtime{ };
float animtime{ };
float lby{ };
float distance{ };
int fakelag_ticks{ };
int choked_ticks{ };
int health{ };
CAnimationLayer anim_layers[15];
CAnimationLayer old_anim_layers[15];
};
class c_playerlist
{
constexpr static float dist_epsilon = 2.5f;
player_data_t players[65] { };
bool on_ground( c_base_entity* entity );
public:
void update( );
__forceinline player_data_t* at( int i ) { return &players[i]; }
};
extern c_playerlist g_playerlist;