diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/playerlocaldata.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/playerlocaldata.h')
| -rw-r--r-- | mp/src/game/server/playerlocaldata.h | 184 |
1 files changed, 92 insertions, 92 deletions
diff --git a/mp/src/game/server/playerlocaldata.h b/mp/src/game/server/playerlocaldata.h index 1496986e..04dc3a8f 100644 --- a/mp/src/game/server/playerlocaldata.h +++ b/mp/src/game/server/playerlocaldata.h @@ -1,92 +1,92 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef PLAYERLOCALDATA_H
-#define PLAYERLOCALDATA_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "playernet_vars.h"
-#include "networkvar.h"
-#include "fogcontroller.h"
-
-//-----------------------------------------------------------------------------
-// Purpose: Player specific data ( sent only to local player, too )
-//-----------------------------------------------------------------------------
-class CPlayerLocalData
-{
-public:
- // Save/restore
- DECLARE_SIMPLE_DATADESC();
- // Prediction data copying
- DECLARE_CLASS_NOBASE( CPlayerLocalData );
- DECLARE_EMBEDDED_NETWORKVAR();
-
- CPlayerLocalData();
-
- void UpdateAreaBits( CBasePlayer *pl, unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] );
-
-
-public:
-
- CNetworkArray( unsigned char, m_chAreaBits, MAX_AREA_STATE_BYTES ); // Which areas are potentially visible to the client?
- CNetworkArray( unsigned char, m_chAreaPortalBits, MAX_AREA_PORTAL_STATE_BYTES ); // Which area portals are open?
-
- CNetworkVar( int, m_iHideHUD ); // bitfields containing sections of the HUD to hide
- CNetworkVar( float, m_flFOVRate ); // rate at which the FOV changes (defaults to 0)
-
- Vector m_vecOverViewpoint; // Viewpoint overriding the real player's viewpoint
-
- // Fully ducked
- CNetworkVar( bool, m_bDucked );
- // In process of ducking
- CNetworkVar( bool, m_bDucking );
- // In process of duck-jumping
- CNetworkVar( bool, m_bInDuckJump );
- // During ducking process, amount of time before full duc
- CNetworkVar( float, m_flDucktime );
- CNetworkVar( float, m_flDuckJumpTime );
- // Jump time, time to auto unduck (since we auto crouch jump now).
- CNetworkVar( float, m_flJumpTime );
- // Step sound side flip/flip
- int m_nStepside;;
- // Velocity at time when we hit ground
- CNetworkVar( float, m_flFallVelocity );
- // Previous button state
- int m_nOldButtons;
- class CSkyCamera *m_pOldSkyCamera;
- // 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.
- // auto-decaying view angle adjustment
- CNetworkQAngle( m_vecPunchAngle );
- CNetworkQAngle( m_vecPunchAngleVel );
- // Draw view model for the player
- CNetworkVar( bool, m_bDrawViewmodel );
-
- // Is the player wearing the HEV suit
- CNetworkVar( bool, m_bWearingSuit );
- CNetworkVar( bool, m_bPoisoned );
- CNetworkVar( float, m_flStepSize );
- CNetworkVar( bool, m_bAllowAutoMovement );
-
- // 3d skybox
- CNetworkVarEmbedded( sky3dparams_t, m_skybox3d );
- // world fog
- CNetworkVarEmbedded( fogplayerparams_t, m_PlayerFog );
- fogparams_t m_fog;
- // audio environment
- CNetworkVarEmbedded( audioparams_t, m_audio );
-
- CNetworkVar( bool, m_bSlowMovement );
-};
-
-EXTERN_SEND_TABLE(DT_Local);
-
-
-#endif // PLAYERLOCALDATA_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef PLAYERLOCALDATA_H +#define PLAYERLOCALDATA_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "playernet_vars.h" +#include "networkvar.h" +#include "fogcontroller.h" + +//----------------------------------------------------------------------------- +// Purpose: Player specific data ( sent only to local player, too ) +//----------------------------------------------------------------------------- +class CPlayerLocalData +{ +public: + // Save/restore + DECLARE_SIMPLE_DATADESC(); + // Prediction data copying + DECLARE_CLASS_NOBASE( CPlayerLocalData ); + DECLARE_EMBEDDED_NETWORKVAR(); + + CPlayerLocalData(); + + void UpdateAreaBits( CBasePlayer *pl, unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] ); + + +public: + + CNetworkArray( unsigned char, m_chAreaBits, MAX_AREA_STATE_BYTES ); // Which areas are potentially visible to the client? + CNetworkArray( unsigned char, m_chAreaPortalBits, MAX_AREA_PORTAL_STATE_BYTES ); // Which area portals are open? + + CNetworkVar( int, m_iHideHUD ); // bitfields containing sections of the HUD to hide + CNetworkVar( float, m_flFOVRate ); // rate at which the FOV changes (defaults to 0) + + Vector m_vecOverViewpoint; // Viewpoint overriding the real player's viewpoint + + // Fully ducked + CNetworkVar( bool, m_bDucked ); + // In process of ducking + CNetworkVar( bool, m_bDucking ); + // In process of duck-jumping + CNetworkVar( bool, m_bInDuckJump ); + // During ducking process, amount of time before full duc + CNetworkVar( float, m_flDucktime ); + CNetworkVar( float, m_flDuckJumpTime ); + // Jump time, time to auto unduck (since we auto crouch jump now). + CNetworkVar( float, m_flJumpTime ); + // Step sound side flip/flip + int m_nStepside;; + // Velocity at time when we hit ground + CNetworkVar( float, m_flFallVelocity ); + // Previous button state + int m_nOldButtons; + class CSkyCamera *m_pOldSkyCamera; + // 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. + // auto-decaying view angle adjustment + CNetworkQAngle( m_vecPunchAngle ); + CNetworkQAngle( m_vecPunchAngleVel ); + // Draw view model for the player + CNetworkVar( bool, m_bDrawViewmodel ); + + // Is the player wearing the HEV suit + CNetworkVar( bool, m_bWearingSuit ); + CNetworkVar( bool, m_bPoisoned ); + CNetworkVar( float, m_flStepSize ); + CNetworkVar( bool, m_bAllowAutoMovement ); + + // 3d skybox + CNetworkVarEmbedded( sky3dparams_t, m_skybox3d ); + // world fog + CNetworkVarEmbedded( fogplayerparams_t, m_PlayerFog ); + fogparams_t m_fog; + // audio environment + CNetworkVarEmbedded( audioparams_t, m_audio ); + + CNetworkVar( bool, m_bSlowMovement ); +}; + +EXTERN_SEND_TABLE(DT_Local); + + +#endif // PLAYERLOCALDATA_H |