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114 | struct player : zero_initialised, attachable |
114 | struct player : zero_initialised, attachable |
115 | { |
115 | { |
116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
117 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
117 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
119 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
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120 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
119 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
121 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
120 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
122 | petmode_t ACC (RW, petmode); /* which petmode? */ |
121 | petmode_t ACC (RW, petmode); /* which petmode? */ |
123 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
122 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
124 | /* That not all are used, it is just nice to map this 1:1 */ |
123 | /* That not all are used, it is just nice to map this 1:1 */ |