source-sdk-2013-mapbase/sp/src/game/server/playerlocaldata.h
Blixibon 87cd9b24bb Mapbase v6.1
- 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
2020-12-17 03:38:23 +00:00

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C++

//========= 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"
#include "postprocesscontroller.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 );
//Tony; added so tonemap controller can work in multiplayer with inputs.
CNetworkVarEmbedded( tonemap_params_t, m_TonemapParams );
CNetworkVar( bool, m_bSlowMovement );
};
EXTERN_SEND_TABLE(DT_Local);
#endif // PLAYERLOCALDATA_H