Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF's custom CPlayerResource
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_PLAYER_RESOURCE_H
#define TF_PLAYER_RESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_player_shared.h"
class CTFPlayerResource : public CPlayerResource, public CGameEventListener
{
DECLARE_CLASS( CTFPlayerResource, CPlayerResource );
public:
DECLARE_SERVERCLASS();
CTFPlayerResource();
virtual void FireGameEvent( IGameEvent *event );
virtual void UpdatePlayerData( void );
virtual void Spawn( void );
virtual void Init( int iIndex ) OVERRIDE;
int GetTotalScore( int iIndex );
void SetPartyLeaderIndex( int iTeam, int iIndex );
int GetPartyLeaderIndex( int iTeam );
void SetEventTeamStatus( int iValue ) { m_iEventTeamStatus = iValue; }
uint32 GetEventTeamStatus( void ) { return m_iEventTeamStatus; }
void SetPlayerClassWhenKilled( int iIndex, int iClass );
protected:
virtual void UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer ) OVERRIDE;
virtual void UpdateDisconnectedPlayer( int iIndex ) OVERRIDE;
CNetworkArray( int, m_iTotalScore, MAX_PLAYERS+1 );
CNetworkArray( int, m_iPlayerClass, MAX_PLAYERS+1 );
CNetworkArray( int, m_iMaxHealth, MAX_PLAYERS+1 );
CNetworkArray( int, m_iMaxBuffedHealth, MAX_PLAYERS+1 );
CNetworkArray( bool, m_bArenaSpectator, MAX_PLAYERS+1 );
CNetworkArray( int, m_iActiveDominations, MAX_PLAYERS+1 );
// These variables are only networked in tournament mode
CNetworkArray( float,m_flNextRespawnTime, MAX_PLAYERS+1 );
CNetworkArray( int, m_iChargeLevel, MAX_PLAYERS+1 );
CNetworkArray( int, m_iDamage, MAX_PLAYERS+1 );
CNetworkArray( int, m_iDamageAssist, MAX_PLAYERS+1 );
CNetworkArray( int, m_iDamageBoss, MAX_PLAYERS+1 );
CNetworkArray( int, m_iHealing, MAX_PLAYERS+1 );
CNetworkArray( int, m_iHealingAssist, MAX_PLAYERS+1 );
CNetworkArray( int, m_iDamageBlocked, MAX_PLAYERS+1 );
CNetworkArray( int, m_iCurrencyCollected, MAX_PLAYERS+1 );
CNetworkArray( int, m_iBonusPoints, MAX_PLAYERS+1 );
CNetworkArray( int, m_iPlayerLevel, MAX_PLAYERS+1 );
// Pseudo multidimensional array [MAX_PLAYERS + 1][CTFPlayerShared::kTFStreak_COUNT]
CNetworkArray( int, m_iStreaks, ( ( MAX_PLAYERS + 1 ) * CTFPlayerShared::kTFStreak_COUNT ) );
CNetworkArray( int, m_iUpgradeRefundCredits, MAX_PLAYERS + 1 );
CNetworkArray( int, m_iBuybackCredits, MAX_PLAYERS + 1 );
CNetworkVar( int, m_iPartyLeaderRedTeamIndex );
CNetworkVar( int, m_iPartyLeaderBlueTeamIndex );
CNetworkVar( int, m_iEventTeamStatus );
CNetworkArray( int, m_iPlayerClassWhenKilled, MAX_PLAYERS+1 );
CNetworkArray( MM_PlayerConnectionState_t, m_iConnectionState, MAX_PLAYERS + 1 );
float m_flNextDamageAndHealingSend;
CUtlVector< uint32 > m_vecRedPlayers;
CUtlVector< uint32 > m_vecBluePlayers;
CUtlVector< int > m_vecFreeSlots;
};
#endif // TF_PLAYER_RESOURCE_H