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group2 0.1.0
CSE 125 Group 2
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Server-only locomotion bookkeeping. More...
#include <PlayerSimState.hpp>
Public Attributes | |
| bool | canDoubleJump {true} |
| Reset on land / wallrun / climb. | |
| bool | jumpedThisTick {false} |
| Set during the tick a jump occurs (for lurch setup). | |
| bool | jumpHeldLastTick {false} |
| Was jump key held on the previous tick (edge detection). | |
| float | jumpCooldown {0.0f} |
| Minimum time before double jump is available (s). | |
| float | coyoteTimer {0.0f} |
| Remaining grace time after leaving ground/wall (s). | |
| bool | wasGroundedLastTick {false} |
| float | groundedDuration {0.0f} |
| Time continuously grounded (s); resets on leaving ground. | |
| bool | jumpLurchEnabled {false} |
| True during the lurch grace window after jumping. | |
| float | jumpLurchTimer {0.0f} |
| Time elapsed since the jump that enabled lurch (s). | |
| glm::vec2 | moveInputsOnJump {0.0f} |
| WASD direction when jump started (for direction-change detection). | |
| float | slideTimer {0.0f} |
| How long the current slide has lasted (s). | |
| int | slideFatigueCounter {0} |
| Diminishing returns on consecutive slidehops. | |
| float | slideBoostCooldown {0.0f} |
| Remaining cooldown before next slide boost (s). | |
| int | slideFatigueDecayAccum {0} |
| Tick accumulator for fatigue recovery. | |
| bool | canEnterSlide {true} |
| Cleared when in air, set on landing. | |
| glm::vec3 | wallNormal {0.0f} |
| Normal of the wall being run on. | |
| glm::vec3 | wallForward {0.0f} |
| Direction of travel along the wall. | |
| float | wallRunTimer {0.0f} |
| Time on current wall (s). | |
| float | wallRunSpeedTimer {0.0f} |
| Timer for the speed-loss delay. | |
| float | exitWallTimer {0.0f} |
| Remaining exit-wall grace time (s). | |
| bool | wasWallRunning {false} |
| Set briefly after leaving wallrun (coyote wall jump). | |
| glm::vec3 | wallBlacklistNormal {0.0f} |
| float | wallBlacklistHeight {-1e10f} |
| bool | wallBlacklistActive {false} |
| bool | wallJumpLocked {false} |
| Wall-jump autobhop lock. | |
| glm::vec3 | climbWallNormal {0.0f} |
| Normal of the wall being climbed. | |
| float | climbTimer {0.0f} |
| Time on current climb (s). | |
| float | exitClimbTimer {0.0f} |
| bool | wasClimbing {false} |
| glm::vec3 | climbBlacklistNormal {0.0f} |
| float | climbBlacklistHeight {-1e10f} |
| bool | climbBlacklistActive {false} |
| glm::vec3 | ledgePoint {0.0f} |
| World-space position of the grabbed ledge. | |
| glm::vec3 | ledgeNormal {0.0f} |
| Wall normal at the ledge. | |
| float | ledgeHoldTimer {0.0f} |
| Time spent holding the ledge (s). | |
| bool | exitingLedge {false} |
| float | exitLedgeTimer {0.0f} |
| bool | grappleCooldownActive {false} |
| True during cooldown between uses. | |
| float | grappleCooldownTimer {0.0f} |
| Remaining cooldown time (s). | |
| float | grapplePullTimer {0.0f} |
| Time spent being pulled (s). | |
| glm::vec3 | grapplePullDir {0.0f} |
| Cached pull direction (toward anchor at fire time). | |
| bool | grappleInputLastTick {false} |
| Edge detection on the grapple key. | |
Server-only locomotion bookkeeping.
Read/written by MovementSystem and CollisionSystem on the server every physics tick. Will be mirrored on the owning client in Phase 5 for prediction; remote clients never see this.
| bool PlayerSimState::canDoubleJump {true} |
Reset on land / wallrun / climb.
| bool PlayerSimState::canEnterSlide {true} |
Cleared when in air, set on landing.
| bool PlayerSimState::climbBlacklistActive {false} |
| float PlayerSimState::climbBlacklistHeight {-1e10f} |
| glm::vec3 PlayerSimState::climbBlacklistNormal {0.0f} |
| float PlayerSimState::climbTimer {0.0f} |
Time on current climb (s).
| glm::vec3 PlayerSimState::climbWallNormal {0.0f} |
Normal of the wall being climbed.
| float PlayerSimState::coyoteTimer {0.0f} |
Remaining grace time after leaving ground/wall (s).
| float PlayerSimState::exitClimbTimer {0.0f} |
| bool PlayerSimState::exitingLedge {false} |
| float PlayerSimState::exitLedgeTimer {0.0f} |
| float PlayerSimState::exitWallTimer {0.0f} |
Remaining exit-wall grace time (s).
| bool PlayerSimState::grappleCooldownActive {false} |
True during cooldown between uses.
| float PlayerSimState::grappleCooldownTimer {0.0f} |
Remaining cooldown time (s).
| bool PlayerSimState::grappleInputLastTick {false} |
Edge detection on the grapple key.
| glm::vec3 PlayerSimState::grapplePullDir {0.0f} |
Cached pull direction (toward anchor at fire time).
| float PlayerSimState::grapplePullTimer {0.0f} |
Time spent being pulled (s).
| float PlayerSimState::groundedDuration {0.0f} |
Time continuously grounded (s); resets on leaving ground.
Distinguishes fresh ground jumps (lurch-eligible) from bhop chain continuations.
| float PlayerSimState::jumpCooldown {0.0f} |
Minimum time before double jump is available (s).
| bool PlayerSimState::jumpedThisTick {false} |
Set during the tick a jump occurs (for lurch setup).
| bool PlayerSimState::jumpHeldLastTick {false} |
Was jump key held on the previous tick (edge detection).
| bool PlayerSimState::jumpLurchEnabled {false} |
True during the lurch grace window after jumping.
| float PlayerSimState::jumpLurchTimer {0.0f} |
Time elapsed since the jump that enabled lurch (s).
| float PlayerSimState::ledgeHoldTimer {0.0f} |
Time spent holding the ledge (s).
| glm::vec3 PlayerSimState::ledgeNormal {0.0f} |
Wall normal at the ledge.
| glm::vec3 PlayerSimState::ledgePoint {0.0f} |
World-space position of the grabbed ledge.
| glm::vec2 PlayerSimState::moveInputsOnJump {0.0f} |
WASD direction when jump started (for direction-change detection).
| float PlayerSimState::slideBoostCooldown {0.0f} |
Remaining cooldown before next slide boost (s).
| int PlayerSimState::slideFatigueCounter {0} |
Diminishing returns on consecutive slidehops.
| int PlayerSimState::slideFatigueDecayAccum {0} |
Tick accumulator for fatigue recovery.
| float PlayerSimState::slideTimer {0.0f} |
How long the current slide has lasted (s).
| bool PlayerSimState::wallBlacklistActive {false} |
| float PlayerSimState::wallBlacklistHeight {-1e10f} |
| glm::vec3 PlayerSimState::wallBlacklistNormal {0.0f} |
| glm::vec3 PlayerSimState::wallForward {0.0f} |
Direction of travel along the wall.
| bool PlayerSimState::wallJumpLocked {false} |
Wall-jump autobhop lock.
True when jump was already held at the moment the wallrun started (i.e. the player rolled into the run with jump continuously held from a bhop chain). Wall-jump and coyote-wall-jump are suppressed while this is true so the player doesn't instantly bounce off the wall. Cleared as soon as the jump key is released; the next press is then a genuine "I want to jump off" rising edge.
| glm::vec3 PlayerSimState::wallNormal {0.0f} |
Normal of the wall being run on.
| float PlayerSimState::wallRunSpeedTimer {0.0f} |
Timer for the speed-loss delay.
| float PlayerSimState::wallRunTimer {0.0f} |
Time on current wall (s).
| bool PlayerSimState::wasClimbing {false} |
| bool PlayerSimState::wasGroundedLastTick {false} |
| bool PlayerSimState::wasWallRunning {false} |
Set briefly after leaving wallrun (coyote wall jump).