diff options
Diffstat (limited to 'mp/src/game/server/player_resource.h')
| -rw-r--r-- | mp/src/game/server/player_resource.h | 90 |
1 files changed, 45 insertions, 45 deletions
diff --git a/mp/src/game/server/player_resource.h b/mp/src/game/server/player_resource.h index e999f94e..298eda04 100644 --- a/mp/src/game/server/player_resource.h +++ b/mp/src/game/server/player_resource.h @@ -1,45 +1,45 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Entity that propagates general data needed by clients for every player.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef PLAYER_RESOURCE_H
-#define PLAYER_RESOURCE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "shareddefs.h"
-
-class CPlayerResource : public CBaseEntity
-{
- DECLARE_CLASS( CPlayerResource, CBaseEntity );
-public:
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
- virtual void Spawn( void );
- virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; }
- virtual void ResourceThink( void );
- virtual void UpdatePlayerData( void );
- virtual int UpdateTransmitState(void);
-
-protected:
- // Data for each player that's propagated to all clients
- // Stored in individual arrays so they can be sent down via datatables
- CNetworkArray( int, m_iPing, MAX_PLAYERS+1 );
- CNetworkArray( int, m_iScore, MAX_PLAYERS+1 );
- CNetworkArray( int, m_iDeaths, MAX_PLAYERS+1 );
- CNetworkArray( int, m_bConnected, MAX_PLAYERS+1 );
- CNetworkArray( int, m_iTeam, MAX_PLAYERS+1 );
- CNetworkArray( int, m_bAlive, MAX_PLAYERS+1 );
- CNetworkArray( int, m_iHealth, MAX_PLAYERS+1 );
-
- int m_nUpdateCounter;
-};
-
-extern CPlayerResource *g_pPlayerResource;
-
-#endif // PLAYER_RESOURCE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Entity that propagates general data needed by clients for every player. +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef PLAYER_RESOURCE_H +#define PLAYER_RESOURCE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "shareddefs.h" + +class CPlayerResource : public CBaseEntity +{ + DECLARE_CLASS( CPlayerResource, CBaseEntity ); +public: + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + + virtual void Spawn( void ); + virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; } + virtual void ResourceThink( void ); + virtual void UpdatePlayerData( void ); + virtual int UpdateTransmitState(void); + +protected: + // Data for each player that's propagated to all clients + // Stored in individual arrays so they can be sent down via datatables + CNetworkArray( int, m_iPing, MAX_PLAYERS+1 ); + CNetworkArray( int, m_iScore, MAX_PLAYERS+1 ); + CNetworkArray( int, m_iDeaths, MAX_PLAYERS+1 ); + CNetworkArray( int, m_bConnected, MAX_PLAYERS+1 ); + CNetworkArray( int, m_iTeam, MAX_PLAYERS+1 ); + CNetworkArray( int, m_bAlive, MAX_PLAYERS+1 ); + CNetworkArray( int, m_iHealth, MAX_PLAYERS+1 ); + + int m_nUpdateCounter; +}; + +extern CPlayerResource *g_pPlayerResource; + +#endif // PLAYER_RESOURCE_H |