mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-09 05:35:30 +03:00
87cd9b24bb
- Added postprocess_controller entity from later versions of Source - Added env_dof_controller entity from later versions of Source - Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK - Fixed auto-breaking game_text/choreo text not null terminating - Fixed console groups showing up at the wrong developer levels - Added more mesages to console groups, including a new "NPC AI" console group - Fixed typos and added elaboration in various cvars, console messages, etc. - Fixed npc_metropolice not using frag grenades correctly when allowed to use them - Fixed npc_metropolice not registering stitching squad slots in AI - Fixed SetModel input late precache warning - Fixed env_global_light angles resetting upon loading a save - Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak - Allowed VScript functions which return null strings to actually return null instead of empty strings - Added VScript member variable documentation - Fixed VScript documentation lines sometimes mixing together - Fixed VScript singletons having a ! at the beginning of descriptions - Added Color struct to VScript and allowed color-related inputs to use it - Added more VScript functions for weapons, ammo, ragdolling, and response contexts - Added GameRules singleton for VScript - Exposed AI interaction system to VScript - Recovered some lost documentation from older revisions of the Mapbase wiki - Added a way to get the current game's load type in VScript - Fixed Precache/SpawnEntityFromTable not accounting for a few important field types - Added VScript functions for getting a player's eye vectors - Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing - Changed the way metrocops deploy their manhacks so they could use their manhack death response properly - Fixed "Use Server" keyvalue on game_convar_mod not working - Adjusted CAI_Expresser in VScript
97 lines
3.0 KiB
C++
97 lines
3.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PLAYERLOCALDATA_H
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#define PLAYERLOCALDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "playernet_vars.h"
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#include "networkvar.h"
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#include "fogcontroller.h"
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#include "postprocesscontroller.h"
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//-----------------------------------------------------------------------------
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// Purpose: Player specific data ( sent only to local player, too )
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//-----------------------------------------------------------------------------
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class CPlayerLocalData
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{
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public:
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// Save/restore
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DECLARE_SIMPLE_DATADESC();
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// Prediction data copying
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DECLARE_CLASS_NOBASE( CPlayerLocalData );
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DECLARE_EMBEDDED_NETWORKVAR();
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CPlayerLocalData();
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void UpdateAreaBits( CBasePlayer *pl, unsigned char chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES] );
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public:
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CNetworkArray( unsigned char, m_chAreaBits, MAX_AREA_STATE_BYTES ); // Which areas are potentially visible to the client?
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CNetworkArray( unsigned char, m_chAreaPortalBits, MAX_AREA_PORTAL_STATE_BYTES ); // Which area portals are open?
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CNetworkVar( int, m_iHideHUD ); // bitfields containing sections of the HUD to hide
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CNetworkVar( float, m_flFOVRate ); // rate at which the FOV changes (defaults to 0)
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Vector m_vecOverViewpoint; // Viewpoint overriding the real player's viewpoint
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// Fully ducked
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CNetworkVar( bool, m_bDucked );
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// In process of ducking
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CNetworkVar( bool, m_bDucking );
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// In process of duck-jumping
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CNetworkVar( bool, m_bInDuckJump );
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// During ducking process, amount of time before full duc
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CNetworkVar( float, m_flDucktime );
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CNetworkVar( float, m_flDuckJumpTime );
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// Jump time, time to auto unduck (since we auto crouch jump now).
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CNetworkVar( float, m_flJumpTime );
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// Step sound side flip/flip
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int m_nStepside;;
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// Velocity at time when we hit ground
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CNetworkVar( float, m_flFallVelocity );
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// Previous button state
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int m_nOldButtons;
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class CSkyCamera *m_pOldSkyCamera;
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// Base velocity that was passed in to server physics so
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// client can predict conveyors correctly. Server zeroes it, so we need to store here, too.
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// auto-decaying view angle adjustment
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CNetworkQAngle( m_vecPunchAngle );
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CNetworkQAngle( m_vecPunchAngleVel );
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// Draw view model for the player
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CNetworkVar( bool, m_bDrawViewmodel );
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// Is the player wearing the HEV suit
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CNetworkVar( bool, m_bWearingSuit );
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CNetworkVar( bool, m_bPoisoned );
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CNetworkVar( float, m_flStepSize );
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CNetworkVar( bool, m_bAllowAutoMovement );
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// 3d skybox
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CNetworkVarEmbedded( sky3dparams_t, m_skybox3d );
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// world fog
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CNetworkVarEmbedded( fogplayerparams_t, m_PlayerFog );
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fogparams_t m_fog;
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// audio environment
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CNetworkVarEmbedded( audioparams_t, m_audio );
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//Tony; added so tonemap controller can work in multiplayer with inputs.
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CNetworkVarEmbedded( tonemap_params_t, m_TonemapParams );
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CNetworkVar( bool, m_bSlowMovement );
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};
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EXTERN_SEND_TABLE(DT_Local);
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#endif // PLAYERLOCALDATA_H
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