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group2 0.1.0
CSE 125 Group 2
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Visible / replicated half of the player locomotion state. More...
Go to the source code of this file.
Classes | |
| struct | PlayerVisState |
| Replicated subset of player locomotion state. More... | |
Visible / replicated half of the player locomotion state.
The original PlayerState was ~272 bytes of mixed gameplay-visible state (grounded, sprinting, current move mode, camera tilt) and server-only bookkeeping (timer fields, blacklists, lurch grace windows, grapple cooldowns, slide fatigue counters). Phase 2 of the networking overhaul splits it cleanly so the server only ships the small "what does the renderer / animator / HUD need to see" half to clients.
Fields here are everything a remote viewer needs to:
Anything only the simulation needs to compute the next tick lives in PlayerSimState (server-only; mirrored on the owning client when Phase 5 prediction lands).