mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
121 lines
4.0 KiB
C++
121 lines
4.0 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "EntityOutput.h"
|
||
|
#include "EntityList.h"
|
||
|
#include "tf_team.h"
|
||
|
#include "baseentity.h"
|
||
|
|
||
|
// Spawnflags
|
||
|
const int SF_RESPAWNPLAYERS_RESETALL = 0x01; // Respawned players have their inventory completely reset
|
||
|
const int SF_RESPAWNPLAYERS_RESETAMMO = 0x02; // Respawned players have their ammo counts reset
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Map entity that respawns players
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CInfoInputRespawnPlayers : public CBaseEntity
|
||
|
{
|
||
|
DECLARE_CLASS( CInfoInputRespawnPlayers, CBaseEntity );
|
||
|
public:
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
// Inputs
|
||
|
void InputRespawnAll( inputdata_t &inputdata );
|
||
|
void InputRespawnTeam1( inputdata_t &inputdata );
|
||
|
void InputRespawnTeam2( inputdata_t &inputdata );
|
||
|
void InputRespawnPlayer( inputdata_t &inputdata );
|
||
|
|
||
|
// Respawning
|
||
|
void RespawnPlayer( CBaseTFPlayer *pPlayer );
|
||
|
void RespawnTeam( CTFTeam *pTeam );
|
||
|
};
|
||
|
|
||
|
BEGIN_DATADESC( CInfoInputRespawnPlayers )
|
||
|
|
||
|
// inputs
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "RespawnAll", InputRespawnAll ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam1", InputRespawnTeam1 ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam2", InputRespawnTeam2 ),
|
||
|
DEFINE_INPUTFUNC( FIELD_EHANDLE, "RespawnPlayer", InputRespawnPlayer ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( info_input_respawnplayers, CInfoInputRespawnPlayers );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Respawn all the players
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInfoInputRespawnPlayers::InputRespawnAll( inputdata_t &inputdata )
|
||
|
{
|
||
|
for ( int i = 0; i < MAX_TF_TEAMS; i++ )
|
||
|
{
|
||
|
RespawnTeam( GetGlobalTFTeam(i+1) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Respawn all of team 1's players
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInfoInputRespawnPlayers::InputRespawnTeam1( inputdata_t &inputdata )
|
||
|
{
|
||
|
RespawnTeam( GetGlobalTFTeam(1) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Respawn all of team 2's players
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInfoInputRespawnPlayers::InputRespawnTeam2( inputdata_t &inputdata )
|
||
|
{
|
||
|
RespawnTeam( GetGlobalTFTeam(2) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Respawn a specific player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInfoInputRespawnPlayers::InputRespawnPlayer( inputdata_t &inputdata )
|
||
|
{
|
||
|
CBaseEntity *pEntity = (inputdata.value.Entity()).Get();
|
||
|
if ( pEntity && pEntity->IsPlayer() )
|
||
|
{
|
||
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
|
||
|
RespawnPlayer( pPlayer );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Respawn the team
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInfoInputRespawnPlayers::RespawnTeam( CTFTeam *pTeam )
|
||
|
{
|
||
|
Assert( pTeam );
|
||
|
if ( !pTeam )
|
||
|
return;
|
||
|
|
||
|
// Respawn all the players
|
||
|
for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
|
||
|
{
|
||
|
RespawnPlayer( (CBaseTFPlayer*)pTeam->GetPlayer(i) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Respawn the player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInfoInputRespawnPlayers::RespawnPlayer( CBaseTFPlayer *pPlayer )
|
||
|
{
|
||
|
// Reset ammo if the spawnflag's set
|
||
|
if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETALL ) )
|
||
|
{
|
||
|
pPlayer->ResupplyAmmo( 1.0, RESUPPLY_ALL_FROM_STATION );
|
||
|
}
|
||
|
else if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETAMMO ) )
|
||
|
{
|
||
|
pPlayer->ResupplyAmmo( 1.0, RESUPPLY_RESPAWN );
|
||
|
}
|
||
|
|
||
|
pPlayer->ForceRespawn();
|
||
|
}
|