NS/main/source/mod/AvHServerPlayerData.cpp

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#include "AvHServerPlayerData.h"
AvHServerPlayerData::AvHServerPlayerData()
{
this->mResources = -1;
this->mTimeLastVotedDown = -1;
this->mExperience = 0.0f;
this->mExperienceLevelsSpent = 0;
this->mHasJoinedTeam = false;
}
float AvHServerPlayerData::GetResources() const
{
return this->mResources;
}
void AvHServerPlayerData::SetResources(float inResources)
{
this->mResources = inResources;
}
float AvHServerPlayerData::GetTimeVotedDown() const
{
return this->mTimeLastVotedDown;
}
void AvHServerPlayerData::SetTimeVotedDown(float inTime)
{
this->mTimeLastVotedDown = inTime;
}
float AvHServerPlayerData::GetExperience() const
{
return this->mExperience;
}
void AvHServerPlayerData::SetExperience(float inExperience)
{
this->mExperience = inExperience;
}
const AvHTechTree& AvHServerPlayerData::GetCombatNodes()
{
return this->mCombatNodes;
}
void AvHServerPlayerData::SetCombatNodes(const AvHTechTree& inTechNodes)
{
this->mCombatNodes = inTechNodes;
}
const MessageIDListType& AvHServerPlayerData::GetPurchasedCombatUpgrades() const
{
return this->mPurchasedCombatUpgrades;
}
void AvHServerPlayerData::SetPurchasedCombatUpgrades(const MessageIDListType& inPurchasedCombatUpgrades)
{
this->mPurchasedCombatUpgrades = inPurchasedCombatUpgrades;
}
int AvHServerPlayerData::GetExperienceLevelsSpent() const
{
return this->mExperienceLevelsSpent;
}
void AvHServerPlayerData::SetExperienceLevelsSpent(int inExperienceLevelsSpent)
{
this->mExperienceLevelsSpent = inExperienceLevelsSpent;
}