//========= 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