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-rw-r--r--mp/src/game/client/c_playerlocaldata.h80
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diff --git a/mp/src/game/client/c_playerlocaldata.h b/mp/src/game/client/c_playerlocaldata.h
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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;
+ // 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