//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Client's C_BaseCombatCharacter entity // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "c_basecombatcharacter.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #if defined( CBaseCombatCharacter ) #undef CBaseCombatCharacter #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_BaseCombatCharacter::C_BaseCombatCharacter() { for ( int i=0; i < m_iAmmo.Count(); i++ ) m_iAmmo.Set( i, 0 ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_BaseCombatCharacter::~C_BaseCombatCharacter() { } /* //----------------------------------------------------------------------------- // Purpose: Returns the amount of ammunition of the specified type the character's carrying //----------------------------------------------------------------------------- int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const { return GetAmmoCount( g_pGameRules->GetAmmoDef()->Index(szName) ); } */ IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter); // Only send active weapon index to local player BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive ) RecvPropTime( RECVINFO( m_flNextAttack ) ), RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ), END_RECV_TABLE(); BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter) RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ), RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ), END_RECV_TABLE() BEGIN_PREDICTION_DATA( C_BaseCombatCharacter ) DEFINE_PRED_ARRAY( m_iAmmo, FIELD_INTEGER, MAX_AMMO_TYPES, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_hActiveWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_ARRAY( m_hMyWeapons, FIELD_EHANDLE, MAX_WEAPONS, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA()
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |