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69 lines
1.7 KiB
C++
69 lines
1.7 KiB
C++
//========= 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 TF_PLAYERLOCALDATA_H
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#define TF_PLAYERLOCALDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "techtree.h"
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#include "predictable_entity.h"
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#include "tf_obj.h"
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//-----------------------------------------------------------------------------
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// Purpose: Player specific data for TF2 ( sent only to local player, too )
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//-----------------------------------------------------------------------------
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class CTFPlayerLocalData
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{
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public:
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DECLARE_PREDICTABLE();
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DECLARE_CLASS_NOBASE( CTFPlayerLocalData );
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DECLARE_EMBEDDED_NETWORKVAR();
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CTFPlayerLocalData();
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CBaseTFPlayer *m_pPlayer;
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CNetworkVar( bool, m_nInTacticalView );
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// Player has been knocked down
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CNetworkVar( bool, m_bKnockedDown );
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CNetworkQAngle( m_vecKnockDownDir );
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// Player is using thermal vision
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CNetworkVar( bool, m_bThermalVision );
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// ID
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CNetworkVar( int, m_iIDEntIndex );
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// Resource chunk carrying counts
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CNetworkArray( int, m_iResourceAmmo, RESOURCE_TYPES ); // 0 = Normal resources, 1 = Processed resources
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// Resource manipulation
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void AddResources( int iAmount );
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void RemoveResources( int iAmount );
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int ResourceCount( void ) const;
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void SetResources( int iAmount );
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// Resource bank
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CNetworkVar( int, m_iBankResources ); // Current amounts of resources in my bank
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// Objects
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CUtlVector< CHandle<CBaseObject> > m_aObjects;
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// Object sapper placement handling
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CNetworkVar( bool, m_bAttachingSapper );
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CNetworkVar( float, m_flSapperAttachmentFrac );
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CNetworkVar( bool, m_bForceMapOverview );
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};
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EXTERN_SEND_TABLE(DT_TFLocal);
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#endif // TF_PLAYERLOCALDATA_H
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