//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Defines the player specific data that is sent only to the player // to whom it belongs. // // $NoKeywords: $ //=============================================================================// #ifndef C_PLAYERLOCALDATA_H #define C_PLAYERLOCALDATA_H #ifdef _WIN32 #pragma once #endif #include "basetypes.h" #include "mathlib/vector.h" #include "playernet_vars.h" #ifdef CLIENT_DLL #define CPostProcessController C_PostProcessController #define CColorCorrection C_ColorCorrection #endif class CPostProcessController; class CColorCorrection; //----------------------------------------------------------------------------- // Purpose: Player specific data ( sent only to local player, too ) //----------------------------------------------------------------------------- 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, LATCH_SIMULATION_VAR ); m_iv_vecPunchAngleVel.Setup( &m_vecPunchAngleVel, LATCH_SIMULATION_VAR ); m_flFOVRate = 0; } unsigned char m_chAreaBits[MAX_AREA_STATE_BYTES]; // Area visibility flags. unsigned char m_chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES];// Area portal visibility flags. // BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system) int m_nStepside; int m_nOldButtons; float m_flFOVRate; // rate at which the FOV changes int m_iHideHUD; // bitfields containing sections of the HUD to hide int m_nDuckTimeMsecs; int m_nDuckJumpTimeMsecs; int m_nJumpTimeMsecs; float m_flFallVelocity; float m_flStepSize; CNetworkQAngle( m_vecPunchAngle ); // auto-decaying view angle adjustment CNetworkQAngle( m_vecPunchAngleVel ); // velocity of auto-decaying view angle adjustment bool m_bDucked; bool m_bDucking; bool m_bInDuckJump; bool m_bDrawViewmodel; bool m_bWearingSuit; bool m_bPoisoned; bool m_bAllowAutoMovement; // END PREDICTION DATA COMPACTION bool m_bInLanding; float m_flLandingTime; // 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. Vector m_vecClientBaseVelocity; CInterpolatedVar< QAngle > m_iv_vecPunchAngle; CInterpolatedVar< QAngle > m_iv_vecPunchAngleVel; // Autoaim bool m_bAutoAimTarget; // 3d skybox sky3dparams_t m_skybox3d; // audio environment audioparams_t m_audio; bool m_bSlowMovement; }; #endif // C_PLAYERLOCALDATA_H