1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
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
|