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// see input code
@property (nonatomic) bool k_left, k_right, k_up, k_down;
// used for fake gravity
@property (nonatomic) int timeInAir;
// bounding box size
@property (nonatomic) float radius, eyeHeight, aboveEye;
@property (nonatomic) int lastUpdate, lag, ping;
// sequence id for each respawn, used in damage test
@property (nonatomic) int lifeSequence;
// one of CS_* below
@property (nonatomic) int state;
@property (nonatomic) int frags;
@property (nonatomic) int health, armour, armourType, quadMillis;
@property (nonatomic) int gunSelect, gunWait;
@property (nonatomic) int lastAction, lastAttackGun, lastMove;
@property (readonly, nonatomic) int *ammo;
@property (nonatomic) bool attacking;
// used by physics to signal ai
@property (nonatomic) bool blocked, moving;
@property (copy, nonatomic) OFString *name, *team;
+ (instancetype)entity;
- (OFData *)dataBySerializing;
- (void)setFromSerializedData:(OFData *)data;
- (void)resetMovement;
// reset player state not persistent accross spawns
- (void)resetToSpawnState;
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// see input code
@property (nonatomic) bool k_left, k_right, k_up, k_down;
// used for fake gravity
@property (nonatomic) int timeInAir;
// bounding box size
@property (nonatomic) float radius, eyeHeight, aboveEye;
@property (nonatomic) int lastUpdate, lag, ping;
// one of CS_* below
@property (nonatomic) int state;
@property (nonatomic) int health, armour, armourType, quadMillis;
@property (nonatomic) int gunSelect, gunWait;
@property (nonatomic) int lastAction, lastAttackGun, lastMove;
@property (readonly, nonatomic) int *ammo;
@property (nonatomic) bool attacking;
// used by physics to signal ai
@property (nonatomic) bool blocked, moving;
@property (copy, nonatomic) OFString *name;
+ (instancetype)entity;
- (OFData *)dataBySerializing;
- (void)setFromSerializedData:(OFData *)data;
- (void)resetMovement;
// reset player state not persistent accross spawns
- (void)resetToSpawnState;
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