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