Server-side runtime capture of one shot's debug data, produced by WeaponSystem::handleFire and consumed by ServerGame (which serialises into the wire form above and sends to the shooter via Server::enqueueTo).
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#include <ShotDebugReport.hpp>
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| struct | Target |
| | Per in-range target's REWOUND capsule list at fire-time. More...
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Server-side runtime capture of one shot's debug data, produced by WeaponSystem::handleFire and consumed by ServerGame (which serialises into the wire form above and sends to the shooter via Server::enqueueTo).
Stays in shared code because the same WeaponSystem.cpp is built into both server and client TUs (client uses it for prediction); the client never populates the capture vector — runWeapon's output param defaults to null.
◆ direction
| glm::vec3 net::shotdebug::ShotDebugCapture::direction {0.0f} |
◆ hitPoint
| glm::vec3 net::shotdebug::ShotDebugCapture::hitPoint {0.0f} |
◆ hitRegion
| std::uint8_t net::shotdebug::ShotDebugCapture::hitRegion = 0 |
◆ hitTargetClientId
| std::uint16_t net::shotdebug::ShotDebugCapture::hitTargetClientId = k_missClientId |
◆ origin
| glm::vec3 net::shotdebug::ShotDebugCapture::origin {0.0f} |
◆ range
| float net::shotdebug::ShotDebugCapture::range = 0.0f |
◆ shooterClientId
| std::uint16_t net::shotdebug::ShotDebugCapture::shooterClientId = 0 |
The shooter's network ClientId.
Used by ServerGame to address the unicast SHOT_DEBUG_REPORT packet.
◆ shotInputTick
| std::uint32_t net::shotdebug::ShotDebugCapture::shotInputTick = 0 |
◆ targets
| std::vector<Target> net::shotdebug::ShotDebugCapture::targets |
The documentation for this struct was generated from the following file: