Make m_vecPreviousShootPosition a predicted variable
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b3ca8fd221
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3 changed files with 4 additions and 2 deletions
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@ -374,6 +374,7 @@ BEGIN_PREDICTION_DATA( C_BasePlayer )
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DEFINE_PRED_FIELD_TOL( m_vecBaseVelocity, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.05 ),
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DEFINE_PRED_FIELD(m_vecPreviouslyPredictedOrigin, FIELD_VECTOR, FTYPEDESC_INSENDTABLE),
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DEFINE_PRED_FIELD(m_vecPreviousShootPosition, FIELD_VECTOR, FTYPEDESC_INSENDTABLE),
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DEFINE_FIELD( m_nButtons, FIELD_INTEGER ),
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DEFINE_FIELD( m_flWaterJumpTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_nImpulse, FIELD_INTEGER ),
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@ -452,7 +452,7 @@ BEGIN_DATADESC( CBasePlayer )
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DEFINE_FIELD( m_flForwardMove, FIELD_FLOAT ),
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DEFINE_FIELD( m_flSideMove, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecPreviouslyPredictedOrigin, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecPreviousShootPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_nNumCrateHudHints, FIELD_INTEGER ),
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@ -7974,6 +7974,7 @@ void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
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SendPropInt ( SENDINFO( m_nWaterLevel ), 2, SPROP_UNSIGNED ),
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SendPropFloat ( SENDINFO( m_flLaggedMovementValue ), 0, SPROP_NOSCALE ),
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SendPropVector ( SENDINFO( m_vecPreviouslyPredictedOrigin ), 0, SPROP_NOSCALE),
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SendPropVector ( SENDINFO( m_vecPreviousShootPosition ), 0, SPROP_NOSCALE),
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END_SEND_TABLE()
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@ -1211,7 +1211,7 @@ private:
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public:
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virtual unsigned int PlayerSolidMask( bool brushOnly = false ) const; // returns the solid mask for the given player, so bots can have a more-restrictive set
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Vector m_vecPreviousShootPosition;
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CNetworkVar(Vector, m_vecPreviousShootPosition);
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};
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typedef CHandle<CBasePlayer> CBasePlayerHandle;
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