Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, 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); int GetPlayerSmoothPing( int iClientIndex );
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_iKills, MAX_PLAYERS+1 ); CNetworkArray( int, m_iAssists, 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_iPendingTeam, MAX_PLAYERS+1 ); CNetworkArray( int, m_bAlive, MAX_PLAYERS+1 ); CNetworkArray( int, m_iHealth, MAX_PLAYERS+1 );
CNetworkArray( int, m_iCoachingTeam, MAX_PLAYERS + 1); int m_nUpdateCounter; };
extern CPlayerResource *g_pPlayerResource;
#endif // PLAYER_RESOURCE_H
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