You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
79 lines
2.1 KiB
79 lines
2.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Entity that propagates general data needed by clients for every player. |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#ifndef C_PLAYERRESOURCE_H |
|
#define C_PLAYERRESOURCE_H |
|
#ifdef _WIN32 |
|
#pragma once |
|
#endif |
|
|
|
#include "shareddefs.h" |
|
#include "const.h" |
|
#include "c_baseentity.h" |
|
#include <igameresources.h> |
|
|
|
#define PLAYER_UNCONNECTED_NAME "unconnected" |
|
#define PLAYER_ERROR_NAME "ERRORNAME" |
|
|
|
class C_PlayerResource : public C_BaseEntity, public IGameResources |
|
{ |
|
DECLARE_CLASS( C_PlayerResource, C_BaseEntity ); |
|
public: |
|
DECLARE_CLIENTCLASS(); |
|
DECLARE_PREDICTABLE(); |
|
|
|
C_PlayerResource(); |
|
virtual ~C_PlayerResource(); |
|
|
|
public : // IGameResources intreface |
|
|
|
// Team data access |
|
virtual int GetTeamScore( int index ); |
|
virtual const char *GetTeamName( int index ); |
|
virtual const Color&GetTeamColor( int index ); |
|
|
|
// Player data access |
|
virtual bool IsConnected( int index ); |
|
virtual bool IsAlive( int index ); |
|
virtual bool IsFakePlayer( int index ); |
|
virtual bool IsLocalPlayer( int index ); |
|
virtual bool IsHLTV(int index); |
|
virtual bool IsReplay(int index); |
|
|
|
virtual const char *GetPlayerName( int index ); |
|
virtual int GetPing( int index ); |
|
// virtual int GetPacketloss( int index ); |
|
virtual int GetPlayerScore( int index ); |
|
virtual int GetDeaths( int index ); |
|
virtual int GetTeam( int index ); |
|
virtual int GetFrags( int index ); |
|
virtual int GetHealth( int index ); |
|
|
|
virtual void ClientThink(); |
|
virtual void OnDataChanged(DataUpdateType_t updateType); |
|
|
|
protected: |
|
void UpdatePlayerName( int slot ); |
|
|
|
// Data for each player that's propagated to all clients |
|
// Stored in individual arrays so they can be sent down via datatables |
|
string_t m_szName[MAX_PLAYERS+1]; |
|
int m_iPing[MAX_PLAYERS+1]; |
|
int m_iScore[MAX_PLAYERS+1]; |
|
int m_iDeaths[MAX_PLAYERS+1]; |
|
bool m_bConnected[MAX_PLAYERS+1]; |
|
int m_iTeam[MAX_PLAYERS+1]; |
|
bool m_bAlive[MAX_PLAYERS+1]; |
|
int m_iHealth[MAX_PLAYERS+1]; |
|
Color m_Colors[MAX_TEAMS]; |
|
string_t m_szUnconnectedName; |
|
|
|
}; |
|
|
|
extern C_PlayerResource *g_PR; |
|
|
|
#endif // C_PLAYERRESOURCE_H
|
|
|