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nekohook/modules/source2013/sdk/game/client/c_playerresource.h
2020-08-04 13:13:01 -04:00

79 lines
2.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Entity that propagates general data needed by clients for every
// player.
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_PLAYERRESOURCE_H
#define C_PLAYERRESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include <igameresources.h>
#include "c_baseentity.h"
#include "const.h"
#include "shareddefs.h"
#define PLAYER_UNCONNECTED_NAME "unconnected"
#define PLAYER_ERROR_NAME "ERRORNAME"
class C_PlayerResource : public C_BaseEntity, public IGameResources {
DECLARE_CLASS(C_PlayerResource, C_BaseEntity);
public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_PlayerResource();
virtual ~C_PlayerResource();
public: // IGameResources intreface
// Team data access
virtual int GetTeamScore(int index);
virtual const char *GetTeamName(int index);
virtual const Color &GetTeamColor(int index);
// Player data access
virtual bool IsConnected(int index);
virtual bool IsAlive(int index);
virtual bool IsFakePlayer(int index);
virtual bool IsLocalPlayer(int index);
virtual bool IsHLTV(int index);
virtual bool IsReplay(int index);
virtual const char *GetPlayerName(int index);
virtual int GetPing(int index);
// virtual int GetPacketloss( int index );
virtual int GetPlayerScore(int index);
virtual int GetDeaths(int index);
virtual int GetTeam(int index);
virtual int GetFrags(int index);
virtual int GetHealth(int index);
virtual void ClientThink();
virtual void OnDataChanged(DataUpdateType_t updateType);
protected:
void UpdatePlayerName(int slot);
// Data for each player that's propagated to all clients
// Stored in individual arrays so they can be sent down via datatables
string_t m_szName[MAX_PLAYERS + 1];
int m_iPing[MAX_PLAYERS + 1];
int m_iScore[MAX_PLAYERS + 1];
int m_iDeaths[MAX_PLAYERS + 1];
bool m_bConnected[MAX_PLAYERS + 1];
int m_iTeam[MAX_PLAYERS + 1];
bool m_bAlive[MAX_PLAYERS + 1];
int m_iHealth[MAX_PLAYERS + 1];
Color m_Colors[MAX_TEAMS];
string_t m_szUnconnectedName;
};
extern C_PlayerResource *g_PR;
#endif // C_PLAYERRESOURCE_H