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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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#include "cbase.h"
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#include "c_playerresource.h"
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#include "c_team.h"
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#include "gamestringpool.h"
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#ifdef HL2MP
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#include "hl2mp_gamerules.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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const float PLAYER_RESOURCE_THINK_INTERVAL = 0.2f;
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IMPLEMENT_CLIENTCLASS_DT_NOBASE(C_PlayerResource, DT_PlayerResource, CPlayerResource)
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RecvPropArray3( RECVINFO_ARRAY(m_iPing), RecvPropInt( RECVINFO(m_iPing[0]))),
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RecvPropArray3( RECVINFO_ARRAY(m_iScore), RecvPropInt( RECVINFO(m_iScore[0]))),
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RecvPropArray3( RECVINFO_ARRAY(m_iDeaths), RecvPropInt( RECVINFO(m_iDeaths[0]))),
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RecvPropArray3( RECVINFO_ARRAY(m_bConnected), RecvPropInt( RECVINFO(m_bConnected[0]))),
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RecvPropArray3( RECVINFO_ARRAY(m_iTeam), RecvPropInt( RECVINFO(m_iTeam[0]))),
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RecvPropArray3( RECVINFO_ARRAY(m_bAlive), RecvPropInt( RECVINFO(m_bAlive[0]))),
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RecvPropArray3( RECVINFO_ARRAY(m_iHealth), RecvPropInt( RECVINFO(m_iHealth[0]))),
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA( C_PlayerResource )
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DEFINE_PRED_ARRAY( m_szName, FIELD_STRING, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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DEFINE_PRED_ARRAY( m_iPing, FIELD_INTEGER, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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DEFINE_PRED_ARRAY( m_iScore, FIELD_INTEGER, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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DEFINE_PRED_ARRAY( m_iDeaths, FIELD_INTEGER, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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DEFINE_PRED_ARRAY( m_bConnected, FIELD_BOOLEAN, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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DEFINE_PRED_ARRAY( m_iTeam, FIELD_INTEGER, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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DEFINE_PRED_ARRAY( m_bAlive, FIELD_BOOLEAN, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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DEFINE_PRED_ARRAY( m_iHealth, FIELD_INTEGER, MAX_PLAYERS+1, FTYPEDESC_PRIVATE ),
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END_PREDICTION_DATA()
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C_PlayerResource *g_PR;
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IGameResources * GameResources( void ) { return g_PR; }
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PlayerResource::C_PlayerResource()
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{
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memset( m_iPing, 0, sizeof( m_iPing ) );
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// memset( m_iPacketloss, 0, sizeof( m_iPacketloss ) );
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memset( m_iScore, 0, sizeof( m_iScore ) );
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memset( m_iDeaths, 0, sizeof( m_iDeaths ) );
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memset( m_bConnected, 0, sizeof( m_bConnected ) );
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memset( m_iTeam, 0, sizeof( m_iTeam ) );
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memset( m_bAlive, 0, sizeof( m_bAlive ) );
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memset( m_iHealth, 0, sizeof( m_iHealth ) );
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m_szUnconnectedName = 0;
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for ( int i=0; i<MAX_TEAMS; i++ )
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{
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m_Colors[i] = COLOR_GREY;
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}
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#ifdef HL2MP
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m_Colors[TEAM_COMBINE] = COLOR_BLUE;
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m_Colors[TEAM_REBELS] = COLOR_RED;
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m_Colors[TEAM_UNASSIGNED] = COLOR_YELLOW;
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#endif
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g_PR = this;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PlayerResource::~C_PlayerResource()
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{
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g_PR = NULL;
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}
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void C_PlayerResource::OnDataChanged(DataUpdateType_t updateType)
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( gpGlobals->curtime + PLAYER_RESOURCE_THINK_INTERVAL );
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}
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}
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void C_PlayerResource::UpdatePlayerName( int slot )
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{
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if ( slot < 1 || slot > MAX_PLAYERS )
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{
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Error( "UpdatePlayerName with bogus slot %d\n", slot );
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return;
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}
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if (!m_szUnconnectedName )
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m_szUnconnectedName = AllocPooledString( PLAYER_UNCONNECTED_NAME );
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player_info_t sPlayerInfo;
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if ( IsConnected( slot ) && engine->GetPlayerInfo( slot, &sPlayerInfo ) )
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{
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m_szName[slot] = AllocPooledString( sPlayerInfo.name );
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}
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else
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{
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m_szName[slot] = m_szUnconnectedName;
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}
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}
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void C_PlayerResource::ClientThink()
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{
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BaseClass::ClientThink();
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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UpdatePlayerName( i );
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}
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SetNextClientThink( gpGlobals->curtime + PLAYER_RESOURCE_THINK_INTERVAL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *C_PlayerResource::GetPlayerName( int iIndex )
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{
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if ( iIndex < 1 || iIndex > MAX_PLAYERS )
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{
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Assert( false );
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return PLAYER_ERROR_NAME;
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}
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if ( !IsConnected( iIndex ) )
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return PLAYER_UNCONNECTED_NAME;
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// X360TBD: Network - figure out why the name isn't set
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if ( !m_szName[ iIndex ] || !Q_stricmp( m_szName[ iIndex ], PLAYER_UNCONNECTED_NAME ) )
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{
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// If you get a full "reset" uncompressed update from server, then you can have NULLNAME show up in the scoreboard
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UpdatePlayerName( iIndex );
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}
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// This gets updated in ClientThink, so it could be up to 1 second out of date, oh well.
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return m_szName[iIndex];
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}
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bool C_PlayerResource::IsAlive(int iIndex )
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{
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return m_bAlive[iIndex];
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}
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int C_PlayerResource::GetTeam(int iIndex )
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{
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if ( iIndex < 1 || iIndex > MAX_PLAYERS )
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{
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Assert( false );
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return 0;
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}
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else
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{
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return m_iTeam[iIndex];
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}
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}
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const char * C_PlayerResource::GetTeamName(int index)
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{
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C_Team *team = GetGlobalTeam( index );
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if ( !team )
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return "Unknown";
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return team->Get_Name();
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}
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int C_PlayerResource::GetTeamScore(int index)
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{
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C_Team *team = GetGlobalTeam( index );
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if ( !team )
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return 0;
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return team->Get_Score();
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}
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int C_PlayerResource::GetFrags(int index )
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{
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return 666;
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}
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bool C_PlayerResource::IsLocalPlayer(int index)
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return false;
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return ( index == pPlayer->entindex() );
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}
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bool C_PlayerResource::IsHLTV(int index)
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{
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if ( !IsConnected( index ) )
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return false;
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player_info_t sPlayerInfo;
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if ( engine->GetPlayerInfo( index, &sPlayerInfo ) )
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{
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return sPlayerInfo.ishltv;
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}
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return false;
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}
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bool C_PlayerResource::IsReplay(int index)
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{
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#if defined( REPLAY_ENABLED )
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if ( !IsConnected( index ) )
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return false;
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player_info_t sPlayerInfo;
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if ( engine->GetPlayerInfo( index, &sPlayerInfo ) )
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{
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return sPlayerInfo.isreplay;
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}
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#endif
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_PlayerResource::IsFakePlayer( int iIndex )
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{
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if ( !IsConnected( iIndex ) )
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return false;
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// Yuck, make sure it's up to date
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player_info_t sPlayerInfo;
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if ( engine->GetPlayerInfo( iIndex, &sPlayerInfo ) )
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{
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return sPlayerInfo.fakeplayer;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_PlayerResource::GetPing( int iIndex )
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{
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if ( !IsConnected( iIndex ) )
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return 0;
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return m_iPing[iIndex];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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/*-----------------------------------------------------------------------------
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int C_PlayerResource::GetPacketloss( int iIndex )
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{
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if ( !IsConnected( iIndex ) )
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return 0;
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return m_iPacketloss[iIndex];
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}*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_PlayerResource::GetPlayerScore( int iIndex )
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{
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if ( !IsConnected( iIndex ) )
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return 0;
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return m_iScore[iIndex];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_PlayerResource::GetDeaths( int iIndex )
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{
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if ( !IsConnected( iIndex ) )
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return 0;
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return m_iDeaths[iIndex];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_PlayerResource::GetHealth( int iIndex )
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{
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if ( !IsConnected( iIndex ) )
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return 0;
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return m_iHealth[iIndex];
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}
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const Color &C_PlayerResource::GetTeamColor(int index )
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{
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if ( index < 0 || index >= MAX_TEAMS )
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{
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Assert( false );
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static Color blah;
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return blah;
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}
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else
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{
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return m_Colors[index];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_PlayerResource::IsConnected( int iIndex )
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{
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if ( iIndex < 1 || iIndex > MAX_PLAYERS )
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return false;
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else
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return m_bConnected[iIndex];
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}
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