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: CS's custom CPlayerResource
//
// $NoKeywords: $
//=============================================================================//
#ifndef CS_PLAYER_RESOURCE_H
#define CS_PLAYER_RESOURCE_H
#ifdef _WIN32
#pragma once
#endif
class CCSPlayerResource : public CPlayerResource
{
DECLARE_CLASS( CCSPlayerResource, CPlayerResource );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CCSPlayerResource();
virtual void UpdatePlayerData( void );
virtual void Spawn( void );
protected:
CNetworkVar( int, m_iPlayerC4 ); // entity index of C4 carrier or 0
CNetworkVar( int, m_iPlayerVIP ); // entity index of VIP player or 0
CNetworkVector( m_vecC4 ); // position of C4
CNetworkArray( bool, m_bHostageAlive, MAX_HOSTAGES );
CNetworkArray( bool, m_isHostageFollowingSomeone, MAX_HOSTAGES );
CNetworkArray( int, m_iHostageEntityIDs, MAX_HOSTAGES );
CNetworkArray( int, m_iHostageX, MAX_HOSTAGES );
CNetworkArray( int, m_iHostageY, MAX_HOSTAGES );
CNetworkArray( int, m_iHostageZ, MAX_HOSTAGES );
CNetworkVector( m_bombsiteCenterA );// Location of bombsite A
CNetworkVector( m_bombsiteCenterB );// Location of bombsite B
CNetworkArray( int, m_hostageRescueX, MAX_HOSTAGE_RESCUES );// Locations of all hostage rescue spots
CNetworkArray( int, m_hostageRescueY, MAX_HOSTAGE_RESCUES );
CNetworkArray( int, m_hostageRescueZ, MAX_HOSTAGE_RESCUES );
CNetworkVar( bool, m_bBombSpotted );
CNetworkArray( bool, m_bPlayerSpotted, MAX_PLAYERS+1 );
CNetworkArray( string_t, m_szClan, MAX_PLAYERS+1 );
CNetworkArray( int, m_iMVPs, MAX_PLAYERS + 1 );
CNetworkArray( bool, m_bHasDefuser, MAX_PLAYERS + 1);
private:
bool m_foundGoalPositions;
};
#endif // CS_PLAYER_RESOURCE_H