14 if (
PS(
this) &&
PS(
this).m_client ==
this)
29 if (ps.m_client !=
this)
return;
55 PlayerStats_PlayerBasic_CheckUpdate(
this);
62 StatusEffectsStorage_attach(
this);
82 StatusEffectsStorage_delete(
this);
void entcs_detach(entity this)
void DecodeLevelParms(entity this)
void entcs_attach(entity this)
void accuracy_init(entity this)
void PlayerScore_Detach(entity this)
void InventoryStorage_delete(PlayerState this)
void anticheat_report_to_eventlog(entity this)
ClientState CS(Client this)
#define FOREACH_CLIENT(cond, body)
void PlayerState_attach(entity this)
void ClientData_Attach(entity this)
void bot_clientconnect(entity this)
void anticheat_init(entity this)
void ClientState_attach(entity this)
void GetCvars(entity this, entity store, int f)
void ClientData_Detach(entity this)
void W_HitPlotClose(entity this)
void accuracy_free(entity this)
Purpose: common player state, usable on client and server Client: singleton representing the viewed p...
void Inventory_clear(PlayerState this)
void Inventory_new(PlayerState this)
void PlayerScore_Attach(entity this)
void Inventory_delete(entity this)
void InventoryStorage_attach(PlayerState this)
void W_HitPlotOpen(entity this)
Purpose: common client state, usable on client and server Client: singleton representing the viewed p...
void PlayerState_detach(entity this)
void bot_clientdisconnect(entity this)
void ClientState_detach(entity this)