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 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