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TF2-Source-Code/tf2_src/public/PlayerState.h at master · sr2echa/TF2-Source-Code · GitHub
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PlayerState.h
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PlayerState.h
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//
========= Copyright Valve Corporation, All rights reserved. ============//
//
//
Purpose:
//
//
$NoKeywords: $
//
=============================================================================//
#
ifndef
PLAYERSTATE_H
#
define
PLAYERSTATE_H
#
ifdef
_WIN32
#
pragma
once
#
endif
#
include
"
edict.h
"
#
include
"
networkvar.h
"
//
Only care about this stuff in game/client .dlls
#
if
defined( CLIENT_DLL )
#
include
"
predictable_entity.h
"
#
endif
class
CPlayerState
{
public:
DECLARE_CLASS_NOBASE
( CPlayerState );
DECLARE_EMBEDDED_NETWORKVAR
();
//
This virtual method is necessary to generate a vtable in all cases
//
(DECLARE_PREDICTABLE will generate a vtable also)!
virtual
~CPlayerState
() {}
//
true if the player is dead
CNetworkVar
(
bool
, deadflag );
//
Viewing angle (player only)
QAngle v_angle;
//
The client .dll only cares about deadflag
//
the game and engine .dlls need to worry about the rest of this data
#
if
!defined( CLIENT_DLL )
//
Player's network name
string_t
netname;
//
0:nothing, 1:force view angles, 2:add avelocity
int
fixangle;
//
delta angle for fixangle == FIXANGLE_RELATIVE
QAngle anglechange;
//
flag to single the HLTV/Replay fake client, not transmitted
bool
hltv;
bool
replay;
int
frags;
int
deaths;
#
endif
//
NOTE: Only care about this stuff in game/client dlls
//
Put at end in case it has any effect on size of structure
#
if
defined( GAME_DLL )
DECLARE_SIMPLE_DATADESC
();
#
endif
#
if
defined( CLIENT_DLL )
DECLARE_PREDICTABLE
();
#
endif
};
#
endif
//
PLAYERSTATE_H
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