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2020-08-04 13:13:01 -04:00

49 lines
1.4 KiB
C++

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