#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