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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/hl2/hl_movedata.h
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+//========= 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