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grenadeModelIndiciesmap[int]common.EquipmentElement// Used to map model indicies to grenades (used for grenade projectiles)
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stringTables []*msg.CSVCMsg_CreateStringTable
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cancelChanchanstruct{}
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errerror
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errLock sync.Mutex
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gameStateGameState
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cancelChanchanstruct{} // Non-anime-related, used for aborting the parsing
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errerror// Contains a error that occurred during parsing if any
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errLock sync.Mutex// Used to sync up error mutations between parsing & handling go-routines
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// Additional fields, mainly caching & tracking things
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bombsiteAbombsite
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bombsiteBbombsite
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equipmentMappingmap[*st.ServerClass]common.EquipmentElement// Maps server classes to equipment-types
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rawPlayersmap[int]*playerInfo// Maps entity IDs to 'raw' player info
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entityIDToPlayersmap[int]*common.Player// Temporary storage since we need to map players from entityID to userID later
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additionalPlayerInfo [maxPlayers]common.AdditionalPlayerInformation// Maps entity IDs to additional player info (scoreboard info)
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entitiesmap[int]*st.Entity// Maps entity IDs to entities
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modelPreCache []string// Used to find out whether a weapon is a p250 or cz for example (same id)
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weapons [maxEntities]common.Equipment// Used to remember what a weapon is (p250 / cz etc.)
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triggersmap[int]*boundingBoxInformation// Maps entity IDs to triggers (used for bombsites)
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instanceBaselinesmap[int][]byte// Maps server-class IDs to instance baselines
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preprocessedBaselinesmap[int]map[int]st.PropValue// Maps server-class IDs to preprocessed baselines (preprocessed-baseline = property-index to value map)
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gameEventDescsmap[int32]*msg.CSVCMsg_GameEventListDescriptorT// Maps game-event IDs to descriptors
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grenadeModelIndiciesmap[int]common.EquipmentElement// Used to map model indicies 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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