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97 lines
3.0 KiB
97 lines
3.0 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef PLAYERLOCALDATA_H |
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#define PLAYERLOCALDATA_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "playernet_vars.h" |
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#include "networkvar.h" |
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#include "fogcontroller.h" |
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#include "postprocesscontroller.h" |
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#include "colorcorrection.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Player specific data ( sent only to local player, too ) |
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//----------------------------------------------------------------------------- |
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class CPlayerLocalData |
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{ |
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public: |
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// Save/restore |
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DECLARE_SIMPLE_DATADESC(); |
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// Prediction data copying |
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DECLARE_CLASS_NOBASE( CPlayerLocalData ); |
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DECLARE_EMBEDDED_NETWORKVAR(); |
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CPlayerLocalData(); |
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void UpdateAreaBits( CBasePlayer *pl, unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] ); |
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public: |
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CNetworkArray( unsigned char, m_chAreaBits, MAX_AREA_STATE_BYTES ); // Which areas are potentially visible to the client? |
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CNetworkArray( unsigned char, m_chAreaPortalBits, MAX_AREA_PORTAL_STATE_BYTES ); // Which area portals are open? |
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CNetworkVar( int, m_iHideHUD ); // bitfields containing sections of the HUD to hide |
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CNetworkVar( float, m_flFOVRate ); // rate at which the FOV changes (defaults to 0) |
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Vector m_vecOverViewpoint; // Viewpoint overriding the real player's viewpoint |
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// Fully ducked |
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CNetworkVar( bool, m_bDucked ); |
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// In process of ducking |
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CNetworkVar( bool, m_bDucking ); |
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// In process of duck-jumping |
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CNetworkVar( bool, m_bInDuckJump ); |
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// During ducking process, amount of time before full duc |
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CNetworkVar( int, m_nDuckTimeMsecs ); |
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CNetworkVar( int, m_nDuckJumpTimeMsecs ); |
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// Jump time, time to auto unduck (since we auto crouch jump now). |
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CNetworkVar( int, m_nJumpTimeMsecs ); |
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// Step sound side flip/flip |
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int m_nStepside;; |
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// Velocity at time when we hit ground |
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CNetworkVar( float, m_flFallVelocity ); |
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// Previous button state |
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int m_nOldButtons; |
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class CSkyCamera *m_pOldSkyCamera; |
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// Base velocity that was passed in to server physics so |
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// client can predict conveyors correctly. Server zeroes it, so we need to store here, too. |
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// auto-decaying view angle adjustment |
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CNetworkQAngle( m_vecPunchAngle ); |
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CNetworkQAngle( m_vecPunchAngleVel ); |
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// Draw view model for the player |
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CNetworkVar( bool, m_bDrawViewmodel ); |
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// Is the player wearing the HEV suit |
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CNetworkVar( bool, m_bWearingSuit ); |
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CNetworkVar( bool, m_bPoisoned ); |
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CNetworkVar( float, m_flStepSize ); |
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CNetworkVar( bool, m_bAllowAutoMovement ); |
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// Autoaim |
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CNetworkVar( bool, m_bAutoAimTarget ); |
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// 3d skybox |
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CNetworkVarEmbedded( sky3dparams_t, m_skybox3d ); |
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// world fog |
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CNetworkVarEmbedded( fogplayerparams_t, m_PlayerFog ); |
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fogparams_t m_fog; |
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// audio environment |
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CNetworkVarEmbedded( audioparams_t, m_audio ); |
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CNetworkVar( bool, m_bSlowMovement ); |
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}; |
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EXTERN_SEND_TABLE(DT_Local); |
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#endif // PLAYERLOCALDATA_H
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