PR-28: full sample payload.
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#include <EntityInterpolation.hpp>
PR-28: full sample payload.
appendSample takes one of these per snapshot apply.
◆ anim
PR-29: server's animation state at this snapshot tick.
Sourced from the entity's AnimSnapshot component (replicated in the Synced tuple).
◆ crouching
| bool entity_interpolation::SampleInputs::crouching = false |
◆ grounded
| bool entity_interpolation::SampleInputs::grounded = false |
◆ moveMode
| std::uint8_t entity_interpolation::SampleInputs::moveMode = 0 |
◆ pitch
| float entity_interpolation::SampleInputs::pitch = 0.0f |
◆ position
| glm::vec3 entity_interpolation::SampleInputs::position {0.0f} |
◆ sprinting
| bool entity_interpolation::SampleInputs::sprinting = false |
◆ velocity
| glm::vec3 entity_interpolation::SampleInputs::velocity {0.0f} |
◆ wallRunSide
| std::uint8_t entity_interpolation::SampleInputs::wallRunSide = 0 |
◆ yaw
| float entity_interpolation::SampleInputs::yaw = 0.0f |
The documentation for this struct was generated from the following file: