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Copy file name to clipboardExpand all lines: pkg/demoinfocs/game_state.go
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// gameState contains all game-state relevant information.
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typegameStatestruct {
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ingameTickint
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tState common.TeamState
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ctState common.TeamState
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playersByUserIDmap[int]*common.Player// Maps user-IDs to players
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playersByEntityIDmap[int]*common.Player// Maps entity-IDs to players
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grenadeProjectilesmap[int]*common.GrenadeProjectile// Maps entity-IDs to active nade-projectiles. That's grenades that have been thrown, but have not yet detonated.
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infernosmap[int]*common.Inferno// Maps entity-IDs to active infernos.
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weaponsmap[int]*common.Equipment// Maps entity IDs to weapons. Used to remember what a weapon is (p250 / cz etc.)
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entitiesmap[int]st.Entity// Maps entity IDs to entities
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bomb common.Bomb
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totalRoundsPlayedint
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gamePhase common.GamePhase
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isWarmupPeriodbool
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isMatchStartedbool
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lastFlashlastFlash// Information about the last flash that exploded, used to find the attacker and projectile for player_blind events
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currentDefuser*common.Player// Player currently defusing the bomb, if any
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currentPlanter*common.Player// Player currently planting the bomb, if any
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thrownGrenadesmap[*common.Player][]*common.Equipment// Information about every player's thrown grenades (from the moment they are thrown to the moment their effect is ended)
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rulesgameRules
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demoInfodemoInfoProvider
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ingameTickint
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tState common.TeamState
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ctState common.TeamState
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playersByUserIDmap[int]*common.Player// Maps user-IDs to players
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playersByEntityIDmap[int]*common.Player// Maps entity-IDs to players
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playerResourceEntity st.Entity// CCSPlayerResource entity instance, contains scoreboard info and more
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grenadeProjectilesmap[int]*common.GrenadeProjectile// Maps entity-IDs to active nade-projectiles. That's grenades that have been thrown, but have not yet detonated.
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infernosmap[int]*common.Inferno// Maps entity-IDs to active infernos.
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weaponsmap[int]*common.Equipment// Maps entity IDs to weapons. Used to remember what a weapon is (p250 / cz etc.)
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entitiesmap[int]st.Entity// Maps entity IDs to entities
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bomb common.Bomb
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totalRoundsPlayedint
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gamePhase common.GamePhase
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isWarmupPeriodbool
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isMatchStartedbool
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lastFlashlastFlash// Information about the last flash that exploded, used to find the attacker and projectile for player_blind events
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currentDefuser*common.Player// Player currently defusing the bomb, if any
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currentPlanter*common.Player// Player currently planting the bomb, if any
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thrownGrenadesmap[*common.Player][]*common.Equipment// Information about every player's thrown grenades (from the moment they are thrown to the moment their effect is ended)
Copy file name to clipboardExpand all lines: pkg/demoinfocs/parser.go
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grenadeModelIndicesmap[int]common.EquipmentType// Used to map model indices to grenades (used for grenade projectiles)
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stringTables []*msg.CSVCMsg_CreateStringTable// Contains all created sendtables, needed when updating them
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delayedEventHandlers []func() // Contains event handlers that need to be executed at the end of a tick (e.g. flash events because FlashDuration isn't updated before that)
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playerResourceEntity st.Entity// CCSPlayerResource entity instance, contains scoreboard info and more
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}
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// NetMessageCreator creates additional net-messages to be dispatched to net-message handlers.
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