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Diffstat (limited to 'game/server/tf2/tf_playerlocaldata.h')
| -rw-r--r-- | game/server/tf2/tf_playerlocaldata.h | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/game/server/tf2/tf_playerlocaldata.h b/game/server/tf2/tf_playerlocaldata.h new file mode 100644 index 0000000..408f54d --- /dev/null +++ b/game/server/tf2/tf_playerlocaldata.h @@ -0,0 +1,68 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef TF_PLAYERLOCALDATA_H +#define TF_PLAYERLOCALDATA_H +#ifdef _WIN32 +#pragma once +#endif + +#include "techtree.h" +#include "predictable_entity.h" +#include "tf_obj.h" + +//----------------------------------------------------------------------------- +// Purpose: Player specific data for TF2 ( sent only to local player, too ) +//----------------------------------------------------------------------------- +class CTFPlayerLocalData +{ +public: + DECLARE_PREDICTABLE(); + DECLARE_CLASS_NOBASE( CTFPlayerLocalData ); + DECLARE_EMBEDDED_NETWORKVAR(); + + CTFPlayerLocalData(); + + CBaseTFPlayer *m_pPlayer; + + CNetworkVar( bool, m_nInTacticalView ); + + // Player has been knocked down + CNetworkVar( bool, m_bKnockedDown ); + CNetworkQAngle( m_vecKnockDownDir ); + + // Player is using thermal vision + CNetworkVar( bool, m_bThermalVision ); + + // ID + CNetworkVar( int, m_iIDEntIndex ); + + // Resource chunk carrying counts + CNetworkArray( int, m_iResourceAmmo, RESOURCE_TYPES ); // 0 = Normal resources, 1 = Processed resources + + // Resource manipulation + void AddResources( int iAmount ); + void RemoveResources( int iAmount ); + int ResourceCount( void ) const; + void SetResources( int iAmount ); + + // Resource bank + CNetworkVar( int, m_iBankResources ); // Current amounts of resources in my bank + + // Objects + CUtlVector< CHandle<CBaseObject> > m_aObjects; + + // Object sapper placement handling + CNetworkVar( bool, m_bAttachingSapper ); + CNetworkVar( float, m_flSapperAttachmentFrac ); + + CNetworkVar( bool, m_bForceMapOverview ); +}; + +EXTERN_SEND_TABLE(DT_TFLocal); + +#endif // TF_PLAYERLOCALDATA_H |