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