59 lines
2.6 KiB
C
59 lines
2.6 KiB
C
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// NEW FILE
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// Handles things that need to be persistent, or at least accessible, through
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// the spectator and player - class changes.
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// In English please?
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// Available whether the player is in Spectator mode or ingame
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// (collision, interacting seen by other players, etc.)
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// WARNING: included before the gamemod's client defs.h file. Beware if anything
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// important is missing from here (context) because of that.
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// abc def xyz 123 456 789 aaa bbb
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typedef struct ClientInfo_s{
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// Anyways, this object will store data related to weapon purchases temporarily
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// (tempConfig).
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// When a purchase is finallized, tempConfig will replace currentConfig
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// (copy it over).
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// But if "cancel" is used from the 1st layer of shop buttons after purchases
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// (edits to tempConfig), it is all scrapped. tempConfig will be restored to
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// currentCofig instead.
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// currentConfig will be used to build the player's inventory at spawn.
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weaponconfig_data_t weaponconfig_current;
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weaponconfig_data_t weaponconfig_temp;
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//TAGGG - CRITICAL!
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// At some point, it may be wise to store these too, remove from the player class
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// after enabling here.
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// Also the flMoney var here is just "money" in player, for removal.
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// And this will probably mean replacing 'clientstat(... STAT_MONEY)' with something
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// that sends a message to the connected client (SVC_CGAMEPACKET) anytime a
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// persistent money value (a serverside clientdata?) is changed. This avoids
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// saving to the player/spectator entity, which may be odd memory to use when both
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// player and spectator need to refer to how much money the 'client' has, despite
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// being different entities.
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// Or maybe it all still works somehow with 0 side-effects.
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// -----------------------------------------------------------
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/*
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// How much money does this player/spectator have? Can't spend more than this.
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// A var for slots would be needed if this varried between players, number of slots
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// used is for after having spawned (player-only) so it doesn't need to be here.
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float flMoney;
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// Provided for quick reference. How many slots does the current loadout take?
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// There is a record of how much money has been spent, similar to config, but that
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// isn't too important.
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// The attached "money" (variable) is much more important (only pay attention to it
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// serverside, fetch it from clientside: getstati(...) or something.
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int iTotalSlots;
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int iTotalPrice;
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*/
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// -----------------------------------------------------------
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} ClientInfo_t;
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void ClientInfo_init(ClientInfo_t* arg_this);
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