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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF Reset Entity (resets the teams).
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//
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//=============================================================================//
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#ifndef ENTITY_FORCERESPAWN_H
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#define ENTITY_FORCERESPAWN_H
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#ifdef _WIN32
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#pragma once
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#endif
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//=============================================================================
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//
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// CTF Force Respawn Entity.
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//
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class CTFForceRespawn : public CPointEntity
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{
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public:
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DECLARE_CLASS( CTFForceRespawn, CPointEntity );
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CTFForceRespawn();
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void Reset( void );
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void ForceRespawn( bool bSwitchTeams, int nTeam = TEAM_UNASSIGNED, bool bRemoveEverything = true );
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// Input.
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void InputForceRespawn( inputdata_t &inputdata );
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void InputForceRespawnSwitchTeams( inputdata_t &inputdata );
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void InputForceTeamRespawn( inputdata_t &inputdata );
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private:
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COutputEvent m_outputOnForceRespawn; // Fired when the entity is done respawning the players.
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DECLARE_DATADESC();
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};
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#endif // ENTITY_FORCERESPAWN_H
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