r5sdk/r5dev/game/client/c_baseplayer.h
Kawe Mazidjatari 75ccebb4b6 Squirrel system restructure
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
2023-05-06 16:23:56 +02:00

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#ifndef C_BASEPLAYER_H
#define C_BASEPLAYER_H
#include "public/icliententity.h"
#include "public/icliententitylist.h"
#include "public/iclientnetworkable.h"
#include "public/iclientrenderable.h"
#include "public/iclientthinkable.h"
#include "public/iclientunknown.h"
#include "public/ihandleentity.h"
#include "public/vscript/ivscript.h"
class C_BaseCombatCharacter
{
int m_nPredictionData; // Unk
//int unk; // Padding?
};
class C_BaseEntity : public IClientEntity
{
const char* m_pszModelName;
int unk0;
char pad[4]; // unk;
HSCRIPT m_hScriptInstance;
const char* m_iszScriptId;
};
class C_BaseAnimating : public C_BaseEntity
{
};
class C_BaseAnimatingOverlay : public C_BaseAnimating
{
};
class C_Player : public C_BaseCombatCharacter, public C_BaseAnimatingOverlay
{
};
#endif // C_BASEPLAYER_H