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- start creating basic structures for actor sync
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Rachael Alexanderson
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Apr 19, 2018
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#ifndef __D_NETSYNC_H__ | ||
#define __D_NETSYNC_H__ | ||
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struct NetSyncData { | ||
DVector3 Pos; | ||
DVector3 Vel; | ||
DAngle SpriteAngle; | ||
DAngle SpriteRotation; | ||
DRotator Angles; | ||
DVector2 Scale; // Scaling values; 1 is normal size | ||
double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double. | ||
int sprite; // used to find patch_t and flip value | ||
uint8_t frame; // sprite frame to draw | ||
uint8_t effects; // [RH] see p_effect.h | ||
FRenderStyle RenderStyle; // Style to draw this actor with | ||
uint32_t Translation; | ||
uint32_t RenderRequired; // current renderer must have this feature set | ||
uint32_t RenderHidden; // current renderer must *not* have any of these features | ||
ActorRenderFlags renderflags; // Different rendering flags | ||
double Floorclip; // value to use for floor clipping | ||
DAngle VisibleStartAngle; | ||
DAngle VisibleStartPitch; | ||
DAngle VisibleEndAngle; | ||
DAngle VisibleEndPitch; | ||
double Speed; | ||
double FloatSpeed; | ||
double CameraHeight; // Height of camera when used as such | ||
double CameraFOV; | ||
double StealthAlpha; // Minmum alpha for MF_STEALTH. | ||
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}; | ||
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#endif //__D_NETSYNC_H__ |