Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: DOD's custom CPlayerResource
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dod_player.h"
#include "player_resource.h"
#include "dod_player_resource.h"
#include <coordsize.h>
// Datatable
IMPLEMENT_SERVERCLASS_ST(CDODPlayerResource, DT_DODPlayerResource) SendPropArray3( SENDINFO_ARRAY3(m_iObjScore), SendPropInt( SENDINFO_ARRAY(m_iObjScore), 12 ) ), SendPropArray3( SENDINFO_ARRAY3(m_iPlayerClass), SendPropInt( SENDINFO_ARRAY(m_iPlayerClass), 4 ) ), END_SEND_TABLE()
BEGIN_DATADESC( CDODPlayerResource ) // DEFINE_ARRAY( m_iObjScore, FIELD_INTEGER, MAX_PLAYERS+1 ),
// DEFINE_ARRAY( m_iPlayerClass, FIELD_INTEGER, MAX_PLAYERS+1 ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( dod_player_manager, CDODPlayerResource );
CDODPlayerResource::CDODPlayerResource( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerResource::UpdatePlayerData( void ) { int i;
for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CDODPlayer *pPlayer = (CDODPlayer*)UTIL_PlayerByIndex( i ); if ( pPlayer && pPlayer->IsConnected() ) { m_iObjScore.Set( i, pPlayer->GetScore() ); m_iPlayerClass.Set( i, pPlayer->m_Shared.PlayerClass() ); } }
BaseClass::UpdatePlayerData(); }
void CDODPlayerResource::Spawn( void ) { int i;
for ( i=0; i < MAX_PLAYERS+1; i++ ) { m_iObjScore.Set( i, 0 ); m_iPlayerClass.Set( i, PLAYERCLASS_UNDEFINED ); }
BaseClass::Spawn(); }
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