49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity that propagates general data needed by clients for every
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// player.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PLAYER_RESOURCE_H
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#define PLAYER_RESOURCE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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class CPlayerResource : public CBaseEntity {
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DECLARE_CLASS(CPlayerResource, CBaseEntity);
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void Spawn(void);
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virtual int ObjectCaps(void) {
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return BaseClass::ObjectCaps() | FCAP_DONT_SAVE;
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}
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virtual void ResourceThink(void);
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virtual void UpdatePlayerData(void);
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virtual int UpdateTransmitState(void);
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protected:
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// Data for each player that's propagated to all clients
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// Stored in individual arrays so they can be sent down via datatables
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CNetworkArray(int, m_iPing, MAX_PLAYERS + 1);
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CNetworkArray(int, m_iScore, MAX_PLAYERS + 1);
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CNetworkArray(int, m_iDeaths, MAX_PLAYERS + 1);
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CNetworkArray(int, m_bConnected, MAX_PLAYERS + 1);
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CNetworkArray(int, m_iTeam, MAX_PLAYERS + 1);
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CNetworkArray(int, m_bAlive, MAX_PLAYERS + 1);
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CNetworkArray(int, m_iHealth, MAX_PLAYERS + 1);
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int m_nUpdateCounter;
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};
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extern CPlayerResource *g_pPlayerResource;
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#endif // PLAYER_RESOURCE_H
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