13 this.m_client = client;
18#define PS(this) ((this)._ps)
34 this.m_client = client;
45 #define CS(this) (this._cs)
51#define CS_CVAR(this) (this)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Purpose: common client state, usable on client and server Client: singleton representing the viewed p...
ATTRIB(ClientState, m_client, entity)
ClientState(entity client)
virtual void PlayerState::ps_push()
Purpose: common player state, usable on client and server Client: singleton representing the viewed p...
PlayerState(entity client)
ATTRIB(PlayerState, m_client, entity)
#define METHOD(cname, name, prototype)
#define CONSTRUCTOR(cname,...)
#define CONSTRUCT(cname,...)
void PlayerState_attach(entity this)
void ClientState_detach(entity this)
void PlayerState_detach(entity this)
void ClientState_attach(entity this)
ClientState CS(Client this)