//========= Copyright © 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 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