source-sdk-2013-mapbase/sp/src/game/client/c_playerlocaldata.h

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2013-12-03 07:31:46 +04:00
//========= 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;
Mapbase v4.3 - Fixed a crash with multiple trigger_look targets - Fixed an issue where some zombie submodel server ragdolls are not solid to the world - Fixed a crash with certain instance classes being loaded in a savegame before the class is registered - Added some of Tony Sergi's missing Source 2007 fixes (contributed by Kris) - Added "ClientCommand" hook for VScript to allow handling of unknown console commands - Added "PlayerRunCommand" hook for VScript to control player movement - Added new button-related script functions for players (GetButtons, DisableButtons, etc.) - Added CUserCmd accessor in VScript for the "PlayerRunCommand" hook - Added "GetWaterLevel" function for VScript - Exposed "Ignite" to VScript for controlling how a fire starts - Fixed NPCs being unable to unholster weapons - Fixed Mapbase crashing when Steam isn't running - Fixed issues with angled/updating sky_camera save/restore - Added VBSP "-skyboxcubemap" parameter to enable skybox default cubemaps + "-defaultcubemapres" to control their resolution - Added ability to disable VScript in a map (and fixed a few potential complications from disabling VScript) - Made clientside VScript only initialize after world is spawned in order to receive serverside script language in time - Added tons of VScript functions to CBaseAnimating related to bodygroups, sequences, etc. - Added VScript functions to players for getting user ID and player name, similar to logic_playerinfo - Added a few L4D2 script functions missing from the ASW SDK - Added "Localize" singleton with a single "GetTokenAsUTF8" function for getting localization strings - Disabled r_hunkalloclightmaps by the request of various users (apparently this completely removes the "Engine hunk overflow" error and allows for really high-res lightmaps) - Fixed npc_antlionguard NPC_TranslateActivity not hooking into base class (allows for VScript manipulation) - Added various unused antlion guard activities to npc_antlionguard AI, allowing for usage as registered activities - Added keyvalue to set LOS mask on combine_mine - Added +USE bounding box limiter to prop_interactable
2020-07-16 18:43:30 +03:00
//Tony; added so tonemap controller can work in multiplayer with inputs.
tonemap_params_t m_TonemapParams;
2013-12-03 07:31:46 +04:00
};
#endif // C_PLAYERLOCALDATA_H