Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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"
//-----------------------------------------------------------------------------
// 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_vecPunchAngle( "CPlayerLocalData::m_iv_vecPunchAngle" ), m_iv_vecPunchAngleVel( "CPlayerLocalData::m_iv_vecPunchAngleVel" ) { m_iv_vecPunchAngle.Setup( &m_vecPunchAngle.m_Value, LATCH_SIMULATION_VAR ); m_iv_vecPunchAngleVel.Setup( &m_vecPunchAngleVel.m_Value, LATCH_SIMULATION_VAR ); m_flFOVRate = 0; }
unsigned char m_chAreaBits[MAX_AREA_STATE_BYTES]; // Area visibility flags.
unsigned char m_chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES];// Area portal visibility flags.
int m_iHideHUD; // bitfields containing sections of the HUD to hide
float m_flFOVRate; // rate at which the FOV changes
bool m_bDucked; bool m_bDucking; bool m_bInDuckJump; float m_flDucktime; float m_flDuckJumpTime; float m_flJumpTime; int m_nStepside; float m_flFallVelocity; int m_nOldButtons; float m_flOldForwardMove; // 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; CNetworkQAngle( m_vecPunchAngle ); // auto-decaying view angle adjustment
CInterpolatedVar< QAngle > m_iv_vecPunchAngle;
CNetworkQAngle( m_vecPunchAngleVel ); // velocity of auto-decaying view angle adjustment
CInterpolatedVar< QAngle > m_iv_vecPunchAngleVel; bool m_bDrawViewmodel; bool m_bWearingSuit; bool m_bPoisoned; float m_flStepSize; bool m_bAllowAutoMovement;
// 3d skybox
sky3dparams_t m_skybox3d; // fog params
fogplayerparams_t m_PlayerFog; // audio environment
audioparams_t m_audio;
bool m_bSlowMovement;
};
#endif // C_PLAYERLOCALDATA_H
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