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https://github.com/0TheSpy/Seaside.git
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66 lines
1.6 KiB
C
66 lines
1.6 KiB
C
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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 "vector.h"
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#include "playernet_vars.h"
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#include "interpolatedvar.h"
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#include "predictable_entity.h"
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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];
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unsigned char m_chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES];
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int m_iHideHUD;
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float m_flFOVRate;
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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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Vector m_vecClientBaseVelocity;
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CNetworkQAngle(m_vecPunchAngle);
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CInterpolatedVar< QAngle > m_iv_vecPunchAngle;
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CNetworkQAngle(m_vecPunchAngleVel);
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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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sky3dparams_t m_skybox3d;
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fogplayerparams_t m_PlayerFog;
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audioparams_t m_audio;
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bool m_bSlowMovement;
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};
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#endif
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