sqwarmed/sdk_src/game/client/c_playerresource.h

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Entity that propagates general data needed by clients for every player.
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_PLAYERRESOURCE_H
#define C_PLAYERRESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "const.h"
#include "c_baseentity.h"
#include <igameresources.h>
class C_PlayerResource : public C_BaseEntity, public IGameResources
{
DECLARE_CLASS( C_PlayerResource, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_PlayerResource();
virtual ~C_PlayerResource();
public : // IGameResources intreface
// Team data access
virtual int GetTeamScore( int index );
virtual const char *GetTeamName( int index );
virtual const Color&GetTeamColor( int index );
// Player data access
virtual bool IsConnected( int index );
virtual bool IsAlive( int index );
virtual bool IsFakePlayer( int index );
virtual bool IsLocalPlayer( int index );
virtual bool IsHLTV(int index);
virtual bool IsReplay(int index);
virtual const char *GetPlayerName( int index );
virtual int GetPing( int index );
// virtual int GetPacketloss( int index );
virtual int GetPlayerScore( int index );
virtual int GetDeaths( int index );
virtual int GetTeam( int index );
virtual int GetFrags( int index );
virtual int GetHealth( int index );
virtual void ClientThink();
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void TeamChanged( void ){ }
protected:
void UpdatePlayerName( int slot );
// Data for each player that's propagated to all clients
// Stored in individual arrays so they can be sent down via datatables
string_t m_szName[MAX_PLAYERS+1];
int m_iPing[MAX_PLAYERS+1];
int m_iScore[MAX_PLAYERS+1];
int m_iDeaths[MAX_PLAYERS+1];
bool m_bConnected[MAX_PLAYERS+1];
int m_iTeam[MAX_PLAYERS+1];
bool m_bAlive[MAX_PLAYERS+1];
int m_iHealth[MAX_PLAYERS+1];
Color m_Colors[MAX_TEAMS];
};
extern C_PlayerResource *g_PR;
#endif // C_PLAYERRESOURCE_H