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game: port FindControlPointRoundToPlay
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@ -461,6 +461,29 @@ void CTeamControlPointMaster::RegisterRoundBeingPlayed( void )
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}
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}
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}
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}
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#if defined( TF_MOD )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::FindControlPointRoundToPlay( void )
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{
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for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
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{
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CTeamControlPointRound *pRound = m_ControlPointRounds[i];
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if ( pRound )
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{
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if ( pRound->IsPlayable() )
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{
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// we found one that's playable
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return true;
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}
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}
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}
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return false;
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}
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#endif
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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@ -1344,4 +1367,4 @@ void cc_PlayRound( const CCommand& args )
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}
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}
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static ConCommand playround( "playround", cc_PlayRound, "Play the selected round\n\tArgument: {round name given by \"listrounds\" command}", FCVAR_CHEAT );
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static ConCommand playround( "playround", cc_PlayRound, "Play the selected round\n\tArgument: {round name given by \"listrounds\" command}", FCVAR_CHEAT );
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*/
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*/
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@ -129,6 +129,10 @@ public:
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void SetLastOwnershipChangeTime( float m_flTime ) { m_flLastOwnershipChangeTime = m_flTime; }
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void SetLastOwnershipChangeTime( float m_flTime ) { m_flLastOwnershipChangeTime = m_flTime; }
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float GetLastOwnershipChangeTime( void ) { return m_flLastOwnershipChangeTime; }
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float GetLastOwnershipChangeTime( void ) { return m_flLastOwnershipChangeTime; }
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#if defined( TF_MOD )
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bool FindControlPointRoundToPlay( void ); // checks to see if there are any more rounds to play (but doesn't actually "get" one to play)
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#endif
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private:
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private:
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void EXPORT CPMThink( void );
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void EXPORT CPMThink( void );
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