Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF's custom C_PlayerResource
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TF_PLAYERRESOURCE_H
#define C_TF_PLAYERRESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#include "c_playerresource.h"
#include "tf_player_shared.h"
class C_TF_PlayerResource : public C_PlayerResource
{
DECLARE_CLASS( C_TF_PlayerResource, C_PlayerResource );
public:
DECLARE_CLIENTCLASS();
C_TF_PlayerResource();
virtual ~C_TF_PlayerResource();
virtual int GetTeam( int index ) OVERRIDE;
int GetTotalScore( int iIndex ) { return GetArrayValue( iIndex, m_iTotalScore, 0 ); }
int GetMaxHealth( int iIndex ) { return GetArrayValue( iIndex, m_iMaxHealth, TF_HEALTH_UNDEFINED ); }
int GetMaxHealthForBuffing( int iIndex ) { return GetArrayValue( iIndex, m_iMaxBuffedHealth, TF_HEALTH_UNDEFINED ); }
int GetPlayerClass( int iIndex ) { return GetArrayValue( iIndex, m_iPlayerClass, TF_CLASS_UNDEFINED ); }
int GetActiveDominations( int iIndex ) { return GetArrayValue( iIndex, m_iActiveDominations, 0 ); }
float GetNextRespawnTime( int iIndex ) { return (IsConnected(iIndex) ? m_flNextRespawnTime[iIndex] : 0); }
int GetChargeLevel( int iIndex ) { return GetArrayValue( iIndex, m_iChargeLevel, 0 ); }
int GetDamage( unsigned int nIndex );
int GetDamageAssist( unsigned int nIndex );
int GetDamageBoss( unsigned int nIndex );
int GetHealing( unsigned int nIndex );
int GetHealingAssist( unsigned int nIndex );
int GetDamageBlocked( unsigned int nIndex );
int GetCurrencyCollected( unsigned int nIndex );
int GetBonusPoints( unsigned int nIndex );
int GetPlayerLevel( unsigned int nIndex ) { return GetArrayValue( nIndex, m_iPlayerLevel, 0 ); }
int GetStreak( unsigned int nIndex, CTFPlayerShared::ETFStreak streak_type );
int GetNumRespecCredits( uint32 unIndex );
int GetNumBuybackCredits( uint32 unIndex );
void UpdatePlayerScoreStats( void );
void ResetPlayerScoreStats( int playerIndex = -1 );
bool IsArenaSpectator( int iIndex )
{
if ( !IsConnected( iIndex ) )
{
return false;
}
return m_bArenaSpectator[iIndex];
}
int GetCountForPlayerClass( int iTeam, int iClass, bool bExcludeLocalPlayer = false );
int GetNumPlayersForTeam( int iTeam, bool bAliveOnly );
bool HasPremadeParties(){ return ( ( m_iPartyLeaderRedTeamIndex > 0 ) && ( m_iPartyLeaderBlueTeamIndex > 0 ) ); }
int GetPartyLeaderRedTeamIndex(){ return m_iPartyLeaderRedTeamIndex; }
int GetPartyLeaderBlueTeamIndex(){ return m_iPartyLeaderBlueTeamIndex; }
int GetEventTeamStatus() { return m_iEventTeamStatus; }
int GetPlayerClassWhenKilled( int iIndex ) { return GetArrayValue( iIndex, m_iPlayerClassWhenKilled, TF_CLASS_UNDEFINED ); }
MM_PlayerConnectionState_t GetPlayerConnectionState( int iIndex ) const;
protected:
int GetArrayValue( int iIndex, int *pArray, int defaultVal );
int m_iTotalScore[MAX_PLAYERS+1];
int m_iMaxHealth[MAX_PLAYERS+1];
// !! This is actually m_iMaxHealthForBuffing, but we can't fix it now because of demos :-/
int m_iMaxBuffedHealth[MAX_PLAYERS+1];
int m_iPlayerClass[MAX_PLAYERS+1];
bool m_bArenaSpectator[MAX_PLAYERS+1];
int m_iActiveDominations[MAX_PLAYERS+1];
// These variables are only networked in tournament mode
float m_flNextRespawnTime[MAX_PLAYERS+1];
int m_iChargeLevel[MAX_PLAYERS+1];
private:
int m_iDamage[MAX_PLAYERS+1];
int m_iDamageAssist[MAX_PLAYERS+1];
int m_iDamageBoss[MAX_PLAYERS+1];
int m_iHealing[MAX_PLAYERS+1];
int m_iHealingAssist[MAX_PLAYERS+1];
int m_iDamageBlocked[MAX_PLAYERS+1];
int m_iCurrencyCollected[MAX_PLAYERS+1];
int m_iBonusPoints[MAX_PLAYERS+1];
int m_iPlayerLevel[MAX_PLAYERS+1];
// Pseudo multidimensional array [MAX_PLAYERS + 1][CTFPlayerShared::kTFStreak_COUNT]
int m_iStreaks[(MAX_PLAYERS+1) * CTFPlayerShared::kTFStreak_COUNT];
int m_iUpgradeRefundCredits[MAX_PLAYERS + 1];
int m_iBuybackCredits[MAX_PLAYERS + 1];
int m_iPartyLeaderBlueTeamIndex;
int m_iPartyLeaderRedTeamIndex;
int m_iEventTeamStatus;
int m_iPlayerClassWhenKilled[MAX_PLAYERS+1];
MM_PlayerConnectionState_t m_iConnectionState[MAX_PLAYERS+1];
struct PlayerScoreboardStats_t
{
int m_iPrevDamage;
int m_iPrevDamageAssist;
int m_iPrevDamageBoss;
int m_iPrevHealing;
int m_iPrevHealingAssist;
int m_iPrevDamageBlocked;
int m_iPrevCurrencyCollected;
int m_iPrevBonusPoints;
};
PlayerScoreboardStats_t m_aPlayerScoreStats[MAX_PLAYERS+1];
};
extern C_TF_PlayerResource *g_TF_PR;
#endif // C_TF_PLAYERRESOURCE_H