playermove_t
PlayerMove control struct in engine
Type: Reference
Methods
| Declaration | Description |
|---|---|
| void GetTextureName(string& out texture_name) | get texture name |
Properties
| Declaration | Description |
|---|---|
| int player_index | player index of current player that playing with playermove code |
| int server | For debugging, are we running physics code on server side? |
| int multiplayer | 1 == multiplayer server |
| float time | realtime on host, for reckoning duck timing |
| float frametime | Duration of this frame |
| Vector forward | |
| Vector right | |
| Vector up | |
| Vector origin | Movement origin. |
| Vector angles | Movement view angles. |
| Vector oldangles | Angles before movement view angles were looked at. |
| Vector velocity | Current movement direction. |
| Vector movedir | For waterjumping, a forced forward velocity so we can fly over lip of ledge. |
| Vector basevelocity | Velocity of the conveyor we are standing, e.g. |
| Vector view_ofs | Our eye position. |
| float flDuckTime | Time we started duck |
| int bInDuck | In process of ducking or ducked already? |
| int flTimeStepSound | Next time we can play a step sound |
| int iStepLeft | |
| float flFallVelocity | |
| Vector punchangle | |
| float flSwimTime | |
| float flNextPrimaryAttack | |
| int effects | |
| int flags | |
| int usehull | |
| float gravity | |
| float friction | |
| int oldbuttons | |
| float waterjumptime | |
| int dead | |
| int deadflag | |
| int spectator | |
| int movetype | |
| int onground | |
| int waterlevel | |
| int watertype | |
| int oldwaterlevel | |
| char chtexturetype | |
| float maxspeed | |
| float clientmaxspeed | |
| int iuser1 | |
| int iuser2 | |
| int iuser3 | |
| int iuser4 | |
| float fuser1 | |
| float fuser2 | |
| float fuser3 | |
| float fuser4 | |
| Vector vuser1 | |
| Vector vuser2 | |
| Vector vuser3 | |
| Vector vuser4 |