Seaside/SpyCustom/sdk/c_playerlocaldata.h

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2021-06-16 18:45:17 +03:00
#ifndef C_PLAYERLOCALDATA_H
#define C_PLAYERLOCALDATA_H
#ifdef _WIN32
#pragma once
#endif
#include "basetypes.h"
#include "vector.h"
#include "playernet_vars.h"
#include "interpolatedvar.h"
#include "predictable_entity.h"
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];
unsigned char m_chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES];
int m_iHideHUD;
float m_flFOVRate;
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;
Vector m_vecClientBaseVelocity;
CNetworkQAngle(m_vecPunchAngle);
CInterpolatedVar< QAngle > m_iv_vecPunchAngle;
CNetworkQAngle(m_vecPunchAngleVel);
CInterpolatedVar< QAngle > m_iv_vecPunchAngleVel;
bool m_bDrawViewmodel;
bool m_bWearingSuit;
bool m_bPoisoned;
float m_flStepSize;
bool m_bAllowAutoMovement;
sky3dparams_t m_skybox3d;
fogplayerparams_t m_PlayerFog;
audioparams_t m_audio;
bool m_bSlowMovement;
};
#endif