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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client side CTeam class
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_TEAM_H
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#define C_TEAM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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#include "utlvector.h"
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#include "client_thinklist.h"
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class C_BasePlayer;
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class C_Team : public C_BaseEntity
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{
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DECLARE_CLASS( C_Team, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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C_Team();
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virtual ~C_Team();
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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// Data Handling
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virtual char *Get_Name( void );
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virtual int Get_Score( void );
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virtual int Get_Deaths( void );
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virtual int Get_Ping( void );
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// Player Handling
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virtual int Get_Number_Players( void );
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virtual bool ContainsPlayer( int iPlayerIndex );
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C_BasePlayer* GetPlayer( int idx );
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// for shared code, use the same function name
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virtual int GetNumPlayers( void ) { return Get_Number_Players(); }
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int GetTeamNumber() const;
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int GetRoundsWon(void) { return m_iRoundsWon; }
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void RemoveAllPlayers();
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// IClientThinkable overrides.
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public:
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virtual void ClientThink();
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public:
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// Data received from the server
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CUtlVector< int > m_aPlayers;
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char m_szTeamname[ MAX_TEAM_NAME_LENGTH ];
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int m_iScore;
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int m_iRoundsWon;
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// Data for the scoreboard
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int m_iDeaths;
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int m_iPing;
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int m_iPacketloss;
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int m_iTeamNum;
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};
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// Global list of client side team entities
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extern CUtlVector< C_Team * > g_Teams;
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// Global team handling functions
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C_Team *GetLocalTeam( void );
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C_Team *GetGlobalTeam( int iTeamNumber );
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C_Team *GetPlayersTeam( int iPlayerIndex );
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C_Team *GetPlayersTeam( C_BasePlayer *pPlayer );
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bool ArePlayersOnSameTeam( int iPlayerIndex1, int iPlayerIndex2 );
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extern int GetNumberOfTeams( void );
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#endif // C_TEAM_H
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