//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hl2_playerlocaldata.h" #include "hl2_player.h" #include "mathlib.h" #include "entitylist.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_SEND_TABLE_NOBASE( CHL2PlayerLocalData, DT_HL2Local ) SendPropFloat( SENDINFO(m_flSuitPower), 10, SPROP_UNSIGNED | SPROP_ROUNDUP, 0.0, 100.0 ), SendPropInt( SENDINFO(m_bZooming), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_bitsActiveDevices), MAX_SUIT_DEVICES, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_iSquadMemberCount) ), SendPropInt( SENDINFO(m_iSquadMedicCount) ), SendPropBool( SENDINFO(m_fSquadInFollowMode) ), SendPropBool( SENDINFO(m_bWeaponLowered) ), SendPropEHandle( SENDINFO(m_hAutoAimTarget) ), SendPropVector( SENDINFO(m_vecAutoAimPoint) ), SendPropEHandle( SENDINFO(m_hLadder) ), SendPropBool( SENDINFO(m_bDisplayReticle) ), SendPropBool( SENDINFO(m_bStickyAutoAim) ), END_SEND_TABLE() BEGIN_SIMPLE_DATADESC( CHL2PlayerLocalData ) DEFINE_FIELD( m_flSuitPower, FIELD_FLOAT ), DEFINE_FIELD( m_bZooming, FIELD_BOOLEAN ), DEFINE_FIELD( m_bitsActiveDevices, FIELD_INTEGER ), DEFINE_FIELD( m_iSquadMemberCount, FIELD_INTEGER ), DEFINE_FIELD( m_iSquadMedicCount, FIELD_INTEGER ), DEFINE_FIELD( m_fSquadInFollowMode, FIELD_BOOLEAN ), DEFINE_FIELD( m_bWeaponLowered, FIELD_BOOLEAN ), DEFINE_FIELD( m_bDisplayReticle, FIELD_BOOLEAN ), DEFINE_FIELD( m_bStickyAutoAim, FIELD_BOOLEAN ), // Ladder related stuff DEFINE_FIELD( m_hLadder, FIELD_EHANDLE ), DEFINE_EMBEDDED( m_LadderMove ), END_DATADESC() CHL2PlayerLocalData::CHL2PlayerLocalData() { m_flSuitPower = 0.0; m_bZooming = false; m_bWeaponLowered = false; m_hAutoAimTarget.Set(NULL); m_hLadder.Set(NULL); m_bDisplayReticle = false; }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |