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: $
//=============================================================================//
#include "cbase.h"
#include "c_tf_class_recon.h"
//=============================================================================
//
// Recon Data Table
//
BEGIN_RECV_TABLE_NOBASE( C_PlayerClassRecon, DT_PlayerClassReconData )
RecvPropInt ( RECVINFO( m_ClassData.m_nJumpCount ) ),
RecvPropFloat ( RECVINFO( m_ClassData.m_flSuppressionJumpTime ) ),
RecvPropFloat ( RECVINFO( m_ClassData.m_flSuppressionImpactTime ) ),
RecvPropFloat ( RECVINFO( m_ClassData.m_flStickTime ) ),
RecvPropFloat ( RECVINFO( m_ClassData.m_flActiveJumpTime ) ),
RecvPropFloat ( RECVINFO( m_ClassData.m_flImpactDist ) ),
RecvPropVector ( RECVINFO( m_ClassData.m_vecImpactNormal ) ),
RecvPropVector ( RECVINFO( m_ClassData.m_vecUnstickVelocity ) ),
RecvPropInt ( RECVINFO( m_ClassData.m_bTrailParticles ) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA_NO_BASE( C_PlayerClassRecon )
DEFINE_PRED_TYPEDESCRIPTION( m_ClassData, PlayerClassReconData_t ),
END_PREDICTION_DATA()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PlayerClassRecon::C_PlayerClassRecon( C_BaseTFPlayer *pPlayer ) :
C_PlayerClass( pPlayer )
{
m_ClassData.m_nJumpCount = 0;
m_ClassData.m_flSuppressionJumpTime = -99999;
m_ClassData.m_flSuppressionImpactTime = -99999;
m_ClassData.m_flActiveJumpTime = -99999;
m_ClassData.m_flStickTime = -99999;
m_ClassData.m_flImpactDist = -99999;
m_ClassData.m_vecImpactNormal.Init();
m_ClassData.m_vecUnstickVelocity.Init();
m_ClassData.m_bTrailParticles = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PlayerClassRecon::~C_PlayerClassRecon()
{
}