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50 lines
1.3 KiB
50 lines
1.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Defines the player specific data that is sent only to the player |
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// to whom it belongs. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef C_TFPLAYERLOCALDATA_H |
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#define C_TFPLAYERLOCALDATA_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "techtree.h" |
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#include "c_baseobject.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Player specific data ( sent only to local player, too ) |
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//----------------------------------------------------------------------------- |
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class CTFPlayerLocalData |
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{ |
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public: |
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DECLARE_PREDICTABLE(); |
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int m_nInTacticalView; |
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bool m_bKnockedDown; |
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QAngle m_vecKnockDownDir; |
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bool m_bThermalVision; |
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int m_iIDEntIndex; |
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// Resource chunk carrying counts |
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int m_iResourceAmmo[ RESOURCE_TYPES ]; // 0 = Normal resources, 1 = Processed resources |
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// Resource bank |
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int m_iBankResources; // Current amounts of resource in my bank |
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// Objects |
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CUtlVector< CHandle<C_BaseObject> > m_aObjects; |
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// Object sapper placement handling |
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bool m_bAttachingSapper; |
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float m_flSapperAttachmentFrac; |
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bool m_bForceMapOverview; |
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}; |
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#endif // C_TFPLAYERLOCALDATA_H
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