Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl2_playerlocaldata.h"
#include "hl2_player.h"
#include "mathlib/mathlib.h"
#include "entitylist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SEND_TABLE_NOBASE( CHL2PlayerLocalData, DT_HL2Local )
SendPropFloat( SENDINFO(m_flSuitPower), 10, SPROP_UNSIGNED | SPROP_ROUNDUP, 0.0, 100.0 ),
SendPropInt( SENDINFO(m_bZooming), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_bitsActiveDevices), MAX_SUIT_DEVICES, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_iSquadMemberCount) ),
SendPropInt( SENDINFO(m_iSquadMedicCount) ),
SendPropBool( SENDINFO(m_fSquadInFollowMode) ),
SendPropBool( SENDINFO(m_bWeaponLowered) ),
SendPropEHandle( SENDINFO(m_hAutoAimTarget) ),
SendPropVector( SENDINFO(m_vecAutoAimPoint) ),
SendPropEHandle( SENDINFO(m_hLadder) ),
SendPropBool( SENDINFO(m_bDisplayReticle) ),
SendPropBool( SENDINFO(m_bStickyAutoAim) ),
SendPropBool( SENDINFO(m_bAutoAimTarget) ),
#ifdef HL2_EPISODIC
SendPropFloat( SENDINFO(m_flFlashBattery) ),
SendPropVector( SENDINFO(m_vecLocatorOrigin) ),
#endif
END_SEND_TABLE()
BEGIN_SIMPLE_DATADESC( CHL2PlayerLocalData )
DEFINE_FIELD( m_flSuitPower, FIELD_FLOAT ),
DEFINE_FIELD( m_bZooming, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bitsActiveDevices, FIELD_INTEGER ),
DEFINE_FIELD( m_iSquadMemberCount, FIELD_INTEGER ),
DEFINE_FIELD( m_iSquadMedicCount, FIELD_INTEGER ),
DEFINE_FIELD( m_fSquadInFollowMode, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bWeaponLowered, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDisplayReticle, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bStickyAutoAim, FIELD_BOOLEAN ),
#ifdef HL2_EPISODIC
DEFINE_FIELD( m_flFlashBattery, FIELD_FLOAT ),
DEFINE_FIELD( m_vecLocatorOrigin, FIELD_POSITION_VECTOR ),
#endif
// Ladder related stuff
DEFINE_FIELD( m_hLadder, FIELD_EHANDLE ),
DEFINE_EMBEDDED( m_LadderMove ),
END_DATADESC()
CHL2PlayerLocalData::CHL2PlayerLocalData()
{
m_flSuitPower = 0.0;
m_bZooming = false;
m_bWeaponLowered = false;
m_hAutoAimTarget.Set(NULL);
m_hLadder.Set(NULL);
m_vecAutoAimPoint.GetForModify().Init();
m_bDisplayReticle = false;
#ifdef HL2_EPISODIC
m_flFlashBattery = 0.0f;
#endif
}