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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity that propagates general data needed by clients for every player.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PLAYER_RESOURCE_H
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#define PLAYER_RESOURCE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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class CPlayerResource : public CBaseEntity
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{
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DECLARE_CLASS( CPlayerResource, CBaseEntity );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void Spawn( void );
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virtual void Init( int iIndex );
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; }
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virtual void ResourceThink( void );
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virtual void UpdatePlayerData( void );
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virtual int UpdateTransmitState( void );
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protected:
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virtual void UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer );
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virtual void UpdateDisconnectedPlayer( int iIndex );
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// Data for each player that's propagated to all clients
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// Stored in individual arrays so they can be sent down via datatables
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CNetworkArray( int, m_iPing, MAX_PLAYERS+1 );
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CNetworkArray( int, m_iScore, MAX_PLAYERS+1 );
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CNetworkArray( int, m_iDeaths, MAX_PLAYERS+1 );
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CNetworkArray( int, m_bConnected, MAX_PLAYERS+1 );
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CNetworkArray( int, m_iTeam, MAX_PLAYERS+1 );
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CNetworkArray( int, m_bAlive, MAX_PLAYERS+1 );
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CNetworkArray( int, m_iHealth, MAX_PLAYERS+1 );
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CNetworkArray( uint32, m_iAccountID, MAX_PLAYERS+1 );
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CNetworkArray( int, m_bValid, MAX_PLAYERS+1 );
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int m_nUpdateCounter;
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};
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extern CPlayerResource *g_pPlayerResource;
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#endif // PLAYER_RESOURCE_H
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