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