Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

51 lines
1.3 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef HL_MOVEDATA_H
#define HL_MOVEDATA_H
#ifdef _WIN32
#pragma once
#endif
#include "igamemovement.h"
// This class contains HL2-specific prediction data.
class CHLMoveData : public CMoveData
{
public:
bool m_bIsSprinting;
};
class CFuncLadder;
class CReservePlayerSpot;
//-----------------------------------------------------------------------------
// Purpose: Data related to automatic mounting/dismounting from ladders
//-----------------------------------------------------------------------------
struct LadderMove_t
{
DECLARE_SIMPLE_DATADESC();
// Are we forcing player movement during mount/dismount
bool m_bForceLadderMove;
// Is the forced move getting on or off the ladder
bool m_bForceMount;
// Simulation info for forcing the player move
float m_flStartTime;
float m_flArrivalTime;
Vector m_vecGoalPosition;
Vector m_vecStartPosition;
// The ladder entity owning the forced move (for marking us "on" the ladder after automounting it)
CHandle< CFuncLadder > m_hForceLadder;
CHandle< CReservePlayerSpot > m_hReservedSpot;
};
#endif // HL_MOVEDATA_H