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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef PLAYERSTATE_H
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#define PLAYERSTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "edict.h"
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#include "networkvar.h"
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// Only care about this stuff in game/client .dlls
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#if defined( CLIENT_DLL )
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#include "predictable_entity.h"
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#endif
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class CPlayerState
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{
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public:
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DECLARE_CLASS_NOBASE( CPlayerState );
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DECLARE_EMBEDDED_NETWORKVAR();
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// This virtual method is necessary to generate a vtable in all cases
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// (DECLARE_PREDICTABLE will generate a vtable also)!
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virtual ~CPlayerState() {}
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// true if the player is dead
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CNetworkVar( bool, deadflag );
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// Viewing angle (player only)
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QAngle v_angle;
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// The client .dll only cares about deadflag
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// the game and engine .dlls need to worry about the rest of this data
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#if !defined( CLIENT_DLL )
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// Player's network name
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string_t netname;
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// 0:nothing, 1:force view angles, 2:add avelocity
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int fixangle;
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// delta angle for fixangle == FIXANGLE_RELATIVE
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QAngle anglechange;
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// flag to single the HLTV/Replay fake client, not transmitted
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bool hltv;
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bool replay;
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int frags;
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int deaths;
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#endif
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// NOTE: Only care about this stuff in game/client dlls
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// Put at end in case it has any effect on size of structure
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#if defined( GAME_DLL )
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DECLARE_SIMPLE_DATADESC();
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#endif
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#if defined( CLIENT_DLL )
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DECLARE_PREDICTABLE();
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#endif
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};
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#endif // PLAYERSTATE_H
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