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