Team Fortress 2 Source Code as on 22/4/2020
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//========= 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 void Init( int iIndex );
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; }
virtual void ResourceThink( void );
virtual void UpdatePlayerData( void );
virtual int UpdateTransmitState( void );
protected:
virtual void UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer );
virtual void UpdateDisconnectedPlayer( int iIndex );
// 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 );
CNetworkArray( uint32, m_iAccountID, MAX_PLAYERS+1 );
CNetworkArray( int, m_bValid, MAX_PLAYERS+1 );
int m_nUpdateCounter;
};
extern CPlayerResource *g_pPlayerResource;
#endif // PLAYER_RESOURCE_H