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-rw-r--r--mp/src/game/server/player_resource.h90
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