struct {
struct network_player {
- int active;
+ int active, isfriend, isblocked;
+ u64 steamid;
u16 board_view_slot, playermodel_view_slot;
enum player_subsystem subsystem;
/* this is set IF they exist in a world that we have loaded */
world_instance *active_world;
- int hub_match, client_match;
+ int world_match[ k_world_max ];
+ u32 location_pstr; /* TODO: valid if active_world set. */
/* TODO: Compression with server code */
char username[ NETWORK_USERNAME_MAX ];
char items[k_netmsg_playeritem_max][ADDON_UID_MAX];
+ u32 medals[3];
+
u32 down_bytes;
f32 down_kbs;
}
static void animate_remote_player( u32 index );
static void render_remote_players( world_instance *world, camera *cam );
static void relink_all_remote_player_worlds(void);
+static void player_remote_update_friendflags( struct network_player *remote );
#endif /* PLAYER_REMOTE_H */