dlls/player_resource.h
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// Stored in individual arrays so they can be sent down via datatables
CNetworkArray( int, m_iPing, MAX_PLAYERS+1 );
CNetworkArray( int, m_iScore, MAX_PLAYERS+1 );
CNetworkArray( int, m_iDeaths, MAX_PLAYERS+1 );
CNetworkArray( int, m_bConnected, MAX_PLAYERS+1 );
CNetworkArray( int, m_iTeam, MAX_PLAYERS+1 );
CNetworkArray( int, m_bAlive, MAX_PLAYERS+1 );
CNetworkArray( int, m_iHealth, MAX_PLAYERS+1 );
int m_nUpdateCounter;
};
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// Stored in individual arrays so they can be sent down via datatables
CNetworkArray( int, m_iPing, MAX_PLAYERS+1 );
CNetworkArray( int, m_iScore, MAX_PLAYERS+1 );
CNetworkArray( int, m_iFortPoints, MAX_PLAYERS+1 );
CNetworkArray( int, m_iDeaths, MAX_PLAYERS+1 );
CNetworkArray( int, m_bConnected, MAX_PLAYERS+1 );
CNetworkArray( int, m_iTeam, MAX_PLAYERS+1 );
CNetworkArray( int, m_bAlive, MAX_PLAYERS+1 );
CNetworkArray( int, m_iHealth, MAX_PLAYERS+1 );
CNetworkArray( int, m_iArmor, MAX_PLAYERS+1 );
CNetworkArray( int, m_iClass, MAX_PLAYERS+1 ); // |-- Mirv: Class info
CNetworkArray( int, m_iChannel, MAX_PLAYERS+1 ); // |-- Mirv: Channel info
CNetworkVar(bool, m_bIsIntermission);
int m_nUpdateCounter;
};