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group2 0.1.0
CSE 125 Group 2
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Replicated subset of player locomotion state. More...
#include <PlayerVisState.hpp>
Public Attributes | |
| MoveMode | moveMode {MoveMode::OnFoot} |
| Active locomotion mode. | |
| WallSide | wallRunSide {WallSide::None} |
| Wall side during WallRunning mode. | |
| int | jumpCount {0} |
| 0 = on ground, 1 = first jump, 2 = double jumped. | |
| bool | isDead {false} |
| True while the player is dead and waiting to respawn. | |
| bool | grounded {false} |
| True when touching a floor surface this tick. | |
| bool | crouching {false} |
| True when crouch input is held. | |
| bool | sprinting {false} |
| True when sprint is active. | |
| bool | pendingUncrouch {false} |
| Deferred uncrouch (e.g. after slidehop); applied when safe. | |
| bool | exitingWall {false} |
| Brief grace window after leaving a wall. | |
| bool | exitingClimb {false} |
| Brief grace window after leaving a climb. | |
| bool | grappleActive {false} |
| True while being pulled toward the grapple anchor. | |
| glm::vec3 | groundNormal {0.0f, 1.0f, 0.0f} |
| Normal of the floor surface for foot orientation. | |
| glm::vec3 | grapplePoint {0.0f} |
| World-space anchor; renderer draws the cable to here. | |
| float | targetCameraTilt {0.0f} |
| Target camera roll for wallrun lean (degrees). | |
Replicated subset of player locomotion state.
Read by the renderer, animator, HUD, and debug UI on every connected client. Written by the server's MovementSystem / CollisionSystem each physics tick.
| bool PlayerVisState::crouching {false} |
True when crouch input is held.
| bool PlayerVisState::exitingClimb {false} |
Brief grace window after leaving a climb.
| bool PlayerVisState::exitingWall {false} |
Brief grace window after leaving a wall.
| bool PlayerVisState::grappleActive {false} |
True while being pulled toward the grapple anchor.
| glm::vec3 PlayerVisState::grapplePoint {0.0f} |
World-space anchor; renderer draws the cable to here.
| bool PlayerVisState::grounded {false} |
True when touching a floor surface this tick.
| glm::vec3 PlayerVisState::groundNormal {0.0f, 1.0f, 0.0f} |
Normal of the floor surface for foot orientation.
| bool PlayerVisState::isDead {false} |
True while the player is dead and waiting to respawn.
| int PlayerVisState::jumpCount {0} |
0 = on ground, 1 = first jump, 2 = double jumped.
| MoveMode PlayerVisState::moveMode {MoveMode::OnFoot} |
Active locomotion mode.
| bool PlayerVisState::pendingUncrouch {false} |
Deferred uncrouch (e.g. after slidehop); applied when safe.
| bool PlayerVisState::sprinting {false} |
True when sprint is active.
| float PlayerVisState::targetCameraTilt {0.0f} |
Target camera roll for wallrun lean (degrees).
| WallSide PlayerVisState::wallRunSide {WallSide::None} |
Wall side during WallRunning mode.