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- #pragma once
- #include "BasePlayer.h"
- #include "Client.h"
- #include "Menu.h"
- #include "Interfaces.hpp"
- #include <functional>
- #include <list>
- class Client
- {
- private:
- bool m_bListReadProtection;
- bool m_bListWriteProtection;
- list<int> m_list_mateIndex;
- list<int> m_list_enemyIndex;
- list<int> m_list_specIndex;
- list<int> m_list_chickenIndex;
- list<int> m_list_grenadeIndex;
- int m_bombIndex;
- void for_every_listitem(std::list<int>& list, const std::function<bool(BaseEntity* pl)>& func);
- public:
- bool Initialize();
- void Shutdown();
- bool getLocalPlayer();
- BaseEntity* getBomb();
- void for_every_player(const std::function<bool(BaseEntity* ent)>& func);
- void for_every_mate(const std::function<bool(BaseEntity* ent)>& func);
- void for_every_enemy(const std::function<bool(BaseEntity* ent)>& func);
- void for_every_chicken(const std::function<bool(BaseEntity* ent)>& func);
- void for_every_grenade(const std::function<bool(BaseEntity* ent)>& func);
- void Update();
- }; inline std::unique_ptr<Client> p_client;
- // Cannot make this pointer std::unique_ptr or shared_ptr because
- // then it will delete the localPlayer object when it leaves the scope.
- inline BaseEntity* p_localPlayer;
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