mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-07 20:55:31 +03:00
63323222fe
- 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
84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines the player specific data that is sent only to the player
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// to whom it belongs.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_PLAYERLOCALDATA_H
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#define C_PLAYERLOCALDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetypes.h"
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#include "mathlib/vector.h"
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#include "playernet_vars.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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DECLARE_PREDICTABLE();
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DECLARE_CLASS_NOBASE( CPlayerLocalData );
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DECLARE_EMBEDDED_NETWORKVAR();
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CPlayerLocalData() :
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m_iv_vecPunchAngle( "CPlayerLocalData::m_iv_vecPunchAngle" ),
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m_iv_vecPunchAngleVel( "CPlayerLocalData::m_iv_vecPunchAngleVel" )
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{
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m_iv_vecPunchAngle.Setup( &m_vecPunchAngle.m_Value, LATCH_SIMULATION_VAR );
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m_iv_vecPunchAngleVel.Setup( &m_vecPunchAngleVel.m_Value, LATCH_SIMULATION_VAR );
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m_flFOVRate = 0;
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}
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unsigned char m_chAreaBits[MAX_AREA_STATE_BYTES]; // Area visibility flags.
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unsigned char m_chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES];// Area portal visibility flags.
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int m_iHideHUD; // bitfields containing sections of the HUD to hide
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float m_flFOVRate; // rate at which the FOV changes
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bool m_bDucked;
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bool m_bDucking;
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bool m_bInDuckJump;
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float m_flDucktime;
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float m_flDuckJumpTime;
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float m_flJumpTime;
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int m_nStepside;
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float m_flFallVelocity;
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int m_nOldButtons;
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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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Vector m_vecClientBaseVelocity;
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CNetworkQAngle( m_vecPunchAngle ); // auto-decaying view angle adjustment
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CInterpolatedVar< QAngle > m_iv_vecPunchAngle;
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CNetworkQAngle( m_vecPunchAngleVel ); // velocity of auto-decaying view angle adjustment
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CInterpolatedVar< QAngle > m_iv_vecPunchAngleVel;
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bool m_bDrawViewmodel;
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bool m_bWearingSuit;
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bool m_bPoisoned;
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float m_flStepSize;
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bool m_bAllowAutoMovement;
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// 3d skybox
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sky3dparams_t m_skybox3d;
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// fog params
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fogplayerparams_t m_PlayerFog;
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// audio environment
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audioparams_t m_audio;
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bool m_bSlowMovement;
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//Tony; added so tonemap controller can work in multiplayer with inputs.
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tonemap_params_t m_TonemapParams;
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};
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#endif // C_PLAYERLOCALDATA_H
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