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67 lines
2.6 KiB
C
67 lines
2.6 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//----------------------------------------------------------------------------------------
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#ifndef PLAYERSPAWNCACHE_H
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#define PLAYERSPAWNCACHE_H
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#ifdef _WIN32
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#pragma once
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#endif
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//--------------------------------------------------------------------------------
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#include "GameEventListener.h"
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//--------------------------------------------------------------------------------
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//
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// I<>m not sure if player spawn cache is the most descriptive name, but essentially
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// there is a singleton instance of CPlayerSpawnCache for the local player which has
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// a set of counters/pointers/etc. that get cleared every time a map loads. This
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// can be useful for situations where a player<65>s net connection chokes and they get
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// a full update, which recreates their C_TF_Player entirely or otherwise invalidates
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// a bunch of data in the local player. I believe it<69>s already known that there is
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// a class of bugs stemming from this behavior.
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//
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// Right now the cache is used as a way to display a message to the player if they
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// connect to a server that<61>s recording replays. As soon as they choose their player
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// class, a counter is checked, and if it<69>s zero the message is displayed. The counter
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// is then incremented. This is a sort of odd use for it actually. A better example
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// would be what I<>m going to do next, which is that if the player<65>s net connection
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// chokes (or if you host_timescale at too great a speed and cause a full update on the
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// client), the replay system will think that you<6F>ve already saved a replay for that life.
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// So this example will be a perfect time to use the player spawn cache because you can
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// maintain some level of persistence in the face of your entire local player getting
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// nuked.
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//
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// Just add any data members you'd like to access to the CPlayerSpawnCache::Data_t
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// struct and it will be cleared automatically (via a memset) whenever a new map is
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// loaded.
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//
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// It's possible that PreReset()/PostReset() or the like will be necessary for this
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// class to reach its full potential.
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//
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class CPlayerSpawnCache : public CGameEventListener
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{
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public:
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static CPlayerSpawnCache &Instance();
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// Counters
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struct Data_t
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{
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int m_nDisplayedConnectedRecording;
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int m_nDisplaySaveReplay; // Don't display the "Press [f6] to save this life" the first time the spectator GUI is shown
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} m_Data;
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private:
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CPlayerSpawnCache();
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virtual void FireGameEvent( IGameEvent *pEvent );
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void Reset();
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};
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//--------------------------------------------------------------------------------
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#endif // PLAYERSPAWNCACHE_H
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