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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/playerlocaldata.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/playerlocaldata.h')
-rw-r--r--sp/src/game/server/playerlocaldata.h184
1 files changed, 92 insertions, 92 deletions
diff --git a/sp/src/game/server/playerlocaldata.h b/sp/src/game/server/playerlocaldata.h
index 1496986e..04dc3a8f 100644
--- a/sp/src/game/server/playerlocaldata.h
+++ b/sp/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