//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdatePlayerData( void )
{
	int i;

	BaseClass::UpdatePlayerData();

	for ( i = 1 ; i <= gpGlobals->maxClients; i++ )
	{
		CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( i );
		
		if ( pPlayer && pPlayer->IsConnected() )
		{			
			PlayerStats_t *pPlayerStats = CTF_GameStats.FindPlayerStats( pPlayer );
			if ( pPlayerStats ) 
			{
			m_iMaxHealth.Set( i, pPlayer->GetPlayerClass()->GetMaxHealth() );
			m_iPlayerClass.Set( i, pPlayer->GetPlayerClass()->GetClassIndex() );
			int iTotalScore = CTFGameRules::CalcPlayerScore( &pPlayerStats->statsAccumulated );
			m_iTotalScore.Set( i, iTotalScore );

			Vector vecColor = pPlayer->m_vecPlayerColor;
			m_iColors.Set(i, Vector(vecColor.x, vecColor.y, vecColor.z));
			//Msg("Server %f %f %f\n", m_iColors.Get(i).x, m_iColors.Get(i).y, m_iColors.Get(i).z);

			m_iKillstreak.Set(i, pPlayer->m_Shared.GetKillstreak());
			}					
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Gets a value from an array member
//-----------------------------------------------------------------------------
int CTFPlayerResource::GetTotalScore( int iIndex )
{
	CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( iIndex );

	if ( pPlayer && pPlayer->IsConnected() )
	{	
		return m_iTotalScore[iIndex];
	}

	return 0;
}
Exemple #3
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//-----------------------------------------------------------------------------
// Purpose: Per-frame handler
//-----------------------------------------------------------------------------
void CTFGameStats::FrameUpdatePostEntityThink()
{
	// see if any players have stat changes we need to send
	for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
	{
		CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayerIndex ) );
		if ( pPlayer && pPlayer->IsConnected() && pPlayer->IsAlive() )
		{
			PlayerStats_t &stats = m_aPlayerStats[pPlayer->entindex()];
			// if there are any updated stats for this player and we haven't sent a stat update for this player in the last second,
			// send one now.
			if ( ( stats.iStatsChangedBits > 0 ) && ( gpGlobals->curtime >= stats.m_flTimeLastSend + 1.0f ) )
			{
				SendStatsToPlayer( pPlayer, STATMSG_UPDATE );
			}						
		}
	}
}