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102 lines
3.2 KiB
C++
102 lines
3.2 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Team management class. Contains all the details for a specific team
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "cs_team.h"
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#include "entitylist.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Datatable
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IMPLEMENT_SERVERCLASS_ST(CCSTeam, DT_CSTeam)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( cs_team_manager, CCSTeam );
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//-----------------------------------------------------------------------------
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// Purpose: Get a pointer to the specified TF team manager
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//-----------------------------------------------------------------------------
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CCSTeam *GetGlobalTFTeam( int iIndex )
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{
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return (CCSTeam*)GetGlobalTeam( iIndex );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Needed because this is an entity, but should never be used
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//-----------------------------------------------------------------------------
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void CCSTeam::Init( const char *pName, int iNumber )
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{
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BaseClass::Init( pName, iNumber );
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// Only detect changes every half-second.
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NetworkProp()->SetUpdateInterval( 0.75f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCSTeam::~CCSTeam( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSTeam::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame
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//-----------------------------------------------------------------------------
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void CCSTeam::Think( void )
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{
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}
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//------------------------------------------------------------------------------------------------------------------
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// PLAYERS
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//-----------------------------------------------------------------------------
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// Purpose: Add the specified player to this team. Remove them from their current team, if any.
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//-----------------------------------------------------------------------------
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void CCSTeam::AddPlayer( CBasePlayer *pPlayer )
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{
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BaseClass::AddPlayer( pPlayer );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clean up the player's objects when they leave
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//-----------------------------------------------------------------------------
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void CCSTeam::RemovePlayer( CBasePlayer *pPlayer )
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{
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BaseClass::RemovePlayer( pPlayer );
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}
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//------------------------------------------------------------------------------------------------------------------
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// UTILITY FUNCS
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCSTeam* CCSTeam::GetEnemyTeam()
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{
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// Look for nearby enemy objects we can capture.
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int iMyTeam = GetTeamNumber();
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if( iMyTeam == 0 )
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return NULL;
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int iEnemyTeam = !(iMyTeam - 1) + 1;
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return (CCSTeam*)GetGlobalTeam( iEnemyTeam );
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}
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