Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CS's custom C_PlayerResource
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_CS_PLAYERRESOURCE_H
#define C_CS_PLAYERRESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "cs_shareddefs.h"
#include "c_playerresource.h"
class C_CS_PlayerResource : public C_PlayerResource { DECLARE_CLASS( C_CS_PlayerResource, C_PlayerResource ); public: DECLARE_CLIENTCLASS();
C_CS_PlayerResource(); virtual ~C_CS_PlayerResource();
bool IsVIP(int iIndex ); bool HasC4(int iIndex ); bool IsHostageAlive(int iIndex); bool IsHostageFollowingSomeone(int iIndex); const Vector GetHostagePosition( int index ); int GetHostageEntityID(int iIndex); const Vector GetC4Postion(); const Vector GetBombsiteAPosition(); const Vector GetBombsiteBPosition(); const Vector GetHostageRescuePosition( int index ); int GetPlayerClass( int iIndex );
bool IsBombSpotted( void ) const; bool IsPlayerSpotted( int iIndex );
const char *GetClanTag( int index );
int GetNumMVPs( int iIndex ); bool HasDefuser( int iIndex );
protected:
int m_iPlayerC4; // entity index of C4 carrier or 0
int m_iPlayerVIP; // entity index of VIP player or 0
Vector m_vecC4; // position of C4
Vector m_bombsiteCenterA; Vector m_bombsiteCenterB;
bool m_bHostageAlive[MAX_HOSTAGES]; bool m_isHostageFollowingSomeone[MAX_HOSTAGES]; int m_iHostageEntityIDs[MAX_HOSTAGES]; int m_iHostageX[MAX_HOSTAGES]; int m_iHostageY[MAX_HOSTAGES]; int m_iHostageZ[MAX_HOSTAGES];
int m_hostageRescueX[MAX_HOSTAGE_RESCUES]; int m_hostageRescueY[MAX_HOSTAGE_RESCUES]; int m_hostageRescueZ[MAX_HOSTAGE_RESCUES];
bool m_bBombSpotted; bool m_bPlayerSpotted[ MAX_PLAYERS + 1 ]; int m_iPlayerClasses[ MAX_PLAYERS + 1 ];
char m_szClan[MAX_PLAYERS+1][MAX_CLAN_TAG_LENGTH];
int m_iMVPs[ MAX_PLAYERS + 1 ]; bool m_bHasDefuser[ MAX_PLAYERS + 1 ]; };
#endif // C_CS_PLAYERRESOURCE_H
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