//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Defines the player specific data that is sent only to the player // to whom it belongs. // // $NoKeywords: $ //=============================================================================// #ifndef C_PLAYERLOCALDATA_H #define C_PLAYERLOCALDATA_H #ifdef _WIN32 #pragma once #endif #include "basetypes.h" #include "mathlib/vector.h" #include "playernet_vars.h" #ifdef CLIENT_DLL #define CPostProcessController C_PostProcessController #define CColorCorrection C_ColorCorrection #endif class CPostProcessController; class CColorCorrection; //----------------------------------------------------------------------------- // Purpose: Player specific data ( sent only to local player, too ) //----------------------------------------------------------------------------- class CPlayerLocalData { public: DECLARE_PREDICTABLE(); DECLARE_CLASS_NOBASE( CPlayerLocalData ); DECLARE_EMBEDDED_NETWORKVAR(); CPlayerLocalData() : m_iv_viewPunchAngle( "CPlayerLocalData::m_iv_viewPunchAngle" ), m_iv_aimPunchAngle( "CPlayerLocalData::m_iv_aimPunchAngle" ), m_iv_aimPunchAngleVel( "CPlayerLocalData::m_iv_aimPunchAngleVel" ) { memset( m_chAreaBits, 0, sizeof( m_chAreaBits ) ); memset( m_chAreaPortalBits, 0, sizeof( m_chAreaPortalBits ) ); m_nStepside = 0; m_nOldButtons = 0; m_flFOVRate = 0.0f; m_iHideHUD = 0; m_nDuckTimeMsecs = 0; m_nDuckJumpTimeMsecs = 0; m_nJumpTimeMsecs = 0; m_flFallVelocity = 0.0f; m_flOldFallVelocity = 0.0f; m_flStepSize = 0.0f; /* REI: How to safely init these in constructor? m_viewPunchAngle.Zero(); m_aimPunchAngle.Zero(); m_aimPunchAngleVel.Zero(); */ m_bDucked = false; m_bDucking = false; m_flLastDuckTime = -1.0f; m_bInDuckJump = false; m_bDrawViewmodel = false; m_bWearingSuit = false; m_bPoisoned = false; m_bAllowAutoMovement = true; m_bInLanding = false; m_flLandingTime = -1.0f; m_vecClientBaseVelocity.Zero(); m_iv_viewPunchAngle.Setup( &m_viewPunchAngle, LATCH_SIMULATION_VAR ); m_iv_aimPunchAngle.Setup( &m_aimPunchAngle, LATCH_SIMULATION_VAR ); m_iv_aimPunchAngleVel.Setup( &m_aimPunchAngleVel, LATCH_SIMULATION_VAR ); m_bAutoAimTarget = false; m_bSlowMovement = false; m_fTBeamEndTime = 0.0f; } unsigned char m_chAreaBits[MAX_AREA_STATE_BYTES]; // Area visibility flags. unsigned char m_chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES];// Area portal visibility flags. // BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system) int m_nStepside; int m_nOldButtons; float m_flFOVRate; // rate at which the FOV changes int m_iHideHUD; // bitfields containing sections of the HUD to hide int m_nDuckTimeMsecs; int m_nDuckJumpTimeMsecs; int m_nJumpTimeMsecs; float m_flFallVelocity; float m_flOldFallVelocity; float m_flStepSize; CNetworkQAngle( m_viewPunchAngle ); // auto-decaying view angle adjustment CNetworkQAngle( m_aimPunchAngle ); // auto-decaying aim angle adjustment CNetworkQAngle( m_aimPunchAngleVel ); // velocity of auto-decaying aim angle adjustment bool m_bDucked; // Set exactly between FinishDuck() and FinishUnDuck(); marks that our position may have been moved by ducking bool m_bDucking; // Set if we are currently in a duck transition (that is, m_bDucked != the state of the user-pressed duck button) float m_flLastDuckTime; // last time the player pressed duck bool m_bInDuckJump; bool m_bDrawViewmodel; bool m_bWearingSuit; bool m_bPoisoned; bool m_bAllowAutoMovement; // END PREDICTION DATA COMPACTION bool m_bInLanding; float m_flLandingTime; // Base velocity that was passed in to server physics so // client can predict conveyors correctly. Server zeroes it, so we need to store here, too. Vector m_vecClientBaseVelocity; CInterpolatedVar< QAngle > m_iv_viewPunchAngle; CInterpolatedVar< QAngle > m_iv_aimPunchAngle; CInterpolatedVar< QAngle > m_iv_aimPunchAngleVel; // Autoaim bool m_bAutoAimTarget; // 3d skybox sky3dparams_t m_skybox3d; // audio environment audioparams_t m_audio; bool m_bSlowMovement; float m_fTBeamEndTime; }; #endif // C_PLAYERLOCALDATA_H