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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/server/playerlocaldata.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/playerlocaldata.h')
| -rw-r--r-- | sp/src/game/server/playerlocaldata.h | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/sp/src/game/server/playerlocaldata.h b/sp/src/game/server/playerlocaldata.h new file mode 100644 index 00000000..1496986e --- /dev/null +++ b/sp/src/game/server/playerlocaldata.h @@ -0,0 +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
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