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63 lines
1.5 KiB
63 lines
1.5 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 PLAYERSTATE_H |
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#define PLAYERSTATE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "edict.h" |
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#include "networkvar.h" |
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// Only care about this stuff in game/client .dlls |
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#if defined( CLIENT_DLL ) |
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#include "predictable_entity.h" |
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#endif |
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class CPlayerState |
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{ |
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public: |
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DECLARE_CLASS_NOBASE( CPlayerState ); |
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DECLARE_EMBEDDED_NETWORKVAR(); |
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// This virtual method is necessary to generate a vtable in all cases |
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// (DECLARE_PREDICTABLE will generate a vtable also)! |
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virtual ~CPlayerState() {} |
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// true if the player is dead |
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CNetworkVar( bool, deadflag ); |
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// Viewing angle (player only) |
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QAngle v_angle; |
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// The client .dll only cares about deadflag |
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// the game and engine .dlls need to worry about the rest of this data |
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#if !defined( CLIENT_DLL ) |
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// Player's network name |
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string_t netname; |
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// 0:nothing, 1:force view angles, 2:add avelocity |
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int fixangle; |
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// delta angle for fixangle == FIXANGLE_RELATIVE |
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QAngle anglechange; |
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// flag to single the HLTV/Replay fake client, not transmitted |
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bool hltv; |
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bool replay; |
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int frags; |
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int deaths; |
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#endif |
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// NOTE: Only care about this stuff in game/client dlls |
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// Put at end in case it has any effect on size of structure |
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#if defined( GAME_DLL ) |
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DECLARE_SIMPLE_DATADESC(); |
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#endif |
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#if defined( CLIENT_DLL ) |
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DECLARE_PREDICTABLE(); |
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#endif |
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}; |
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#endif // PLAYERSTATE_H
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