51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines the player specific data that is sent only to the player
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// to whom it belongs.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_TFPLAYERLOCALDATA_H
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#define C_TFPLAYERLOCALDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "techtree.h"
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#include "c_baseobject.h"
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//-----------------------------------------------------------------------------
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// Purpose: Player specific data ( sent only to local player, too )
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//-----------------------------------------------------------------------------
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class CTFPlayerLocalData
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{
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public:
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DECLARE_PREDICTABLE();
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int m_nInTacticalView;
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bool m_bKnockedDown;
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QAngle m_vecKnockDownDir;
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bool m_bThermalVision;
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int m_iIDEntIndex;
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// Resource chunk carrying counts
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int m_iResourceAmmo[ RESOURCE_TYPES ]; // 0 = Normal resources, 1 = Processed resources
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// Resource bank
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int m_iBankResources; // Current amounts of resource in my bank
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// Objects
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CUtlVector< CHandle<C_BaseObject> > m_aObjects;
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// Object sapper placement handling
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bool m_bAttachingSapper;
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float m_flSapperAttachmentFrac;
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bool m_bForceMapOverview;
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};
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#endif // C_TFPLAYERLOCALDATA_H
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