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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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#ifndef TEAM_H
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#define 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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class CBasePlayer;
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class CTeamSpawnPoint;
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class CTeam : public CBaseEntity
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{
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DECLARE_CLASS( CTeam, CBaseEntity );
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public:
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CTeam( void );
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virtual ~CTeam( void );
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DECLARE_SERVERCLASS();
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virtual void Precache( void ) { return; };
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virtual void Think( void );
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virtual int UpdateTransmitState( void );
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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virtual void Init( const char *pName, int iNumber );
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//-----------------------------------------------------------------------------
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// Data Handling
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//-----------------------------------------------------------------------------
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virtual int GetTeamNumber( void ) const;
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virtual const char *GetName( void ) const;
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virtual void UpdateClientData( CBasePlayer *pPlayer );
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virtual bool ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity ) const;
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//-----------------------------------------------------------------------------
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// Spawnpoints
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//-----------------------------------------------------------------------------
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virtual void InitializeSpawnpoints( void );
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virtual void AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint );
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virtual void RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint );
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virtual CBaseEntity *SpawnPlayer( CBasePlayer *pPlayer );
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//-----------------------------------------------------------------------------
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// Players
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//-----------------------------------------------------------------------------
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virtual void InitializePlayers( void );
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virtual void AddPlayer( CBasePlayer *pPlayer );
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virtual void RemovePlayer( CBasePlayer *pPlayer );
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virtual int GetNumPlayers( void ) const;
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virtual CBasePlayer *GetPlayer( int iIndex ) const ;
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//-----------------------------------------------------------------------------
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// Scoring
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//-----------------------------------------------------------------------------
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virtual void AddScore( int iScore );
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virtual void SetScore( int iScore );
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virtual int GetScore( void ) const;
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virtual void ResetScores( void );
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// Round scoring
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virtual int GetRoundsWon( void ) const { return m_iRoundsWon; }
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virtual void SetRoundsWon( int iRounds ) { m_iRoundsWon = iRounds; }
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virtual void IncrementRoundsWon( void ) { m_iRoundsWon++; }
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void AwardAchievement( int iAchievement );
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virtual int GetAliveMembers( void ) const;
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public:
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CUtlVector< CTeamSpawnPoint * > m_aSpawnPoints;
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CUtlVector< CBasePlayer * > m_aPlayers;
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// Data
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CNetworkString( m_szTeamname, MAX_TEAM_NAME_LENGTH );
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CNetworkVar( int, m_iScore );
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CNetworkVar( int, m_iRoundsWon );
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int m_iDeaths;
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// Spawnpoints
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int m_iLastSpawn; // Index of the last spawnpoint used
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CNetworkVar( int, m_iTeamNum ); // Which team is this?
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};
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extern CUtlVector< CTeam * > g_Teams;
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extern CTeam *GetGlobalTeam( int iIndex );
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extern int GetNumberOfTeams( void );
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#endif // TEAM_H
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