The c_client_state class manages the client’s connection state, network information, and synchronization data with the game server. It contains critical data for networking, prediction, and command processing.
This class is essential for understanding client-server synchronization, command acknowledgment, and tick-based game simulation.
class c_client_state{public: PAD(0x9C); i_net_channel_info* net_channel; int challenge_nr; PAD(0x64); int signon_state; PAD(0x8); float next_command_time; int server_count; int current_sequence; PAD(0x54); int delta_tick; bool paused; PAD(0x7); int view_entity; int player_slot; char level_name[MAX_PATH]; char level_name_short[80]; char map_group_name[80]; char last_level_name_short[80]; PAD(0xC); int max_clients; PAD(0x498C); float last_server_tick_time; bool in_simulation; PAD(0x3); int old_tick_count; float tick_remainder; float frame_time; int last_outgoing_command; int choked_commands; int last_command_ack; int command_ack; int sound_sequence; PAD(0x50); math::vec3 view_point; PAD(0xD0); c_event_info* events;};
// Check if we should send a new commandbool should_send_command(c_client_state* client_state){ if (!client_state) return false; // Check if enough time has passed since last command float current_time = g_globals->curtime; return current_time >= client_state->next_command_time;}// Calculate command choke for lag compensationint get_choke_amount(c_client_state* client_state){ if (!client_state) return 0; // Number of commands waiting to be sent return client_state->choked_commands;}