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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF Spawn Point.
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//
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//=============================================================================//
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#ifndef ENTITY_TFSTART_H
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#define ENTITY_TFSTART_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CTeamControlPoint;
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class CTeamControlPointRound;
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//=============================================================================
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//
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// TF team spawning entity.
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//
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enum PlayerTeamSpawnMode_t
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{
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PlayerTeamSpawnMode_Normal = 0,
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PlayerTeamSpawnMode_Triggered = 1,
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};
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enum PlayerTeamSpawn_MatchSummary_t
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{
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PlayerTeamSpawn_MatchSummary_None = 0,
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PlayerTeamSpawn_MatchSummary_Loser = 1,
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PlayerTeamSpawn_MatchSummary_Winner = 2,
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};
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DECLARE_AUTO_LIST( ITFTeamSpawnAutoList );
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class CTFTeamSpawn : public CPointEntity, public ITFTeamSpawnAutoList
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{
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public:
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DECLARE_CLASS( CTFTeamSpawn, CPointEntity );
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CTFTeamSpawn();
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void Activate( void );
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bool IsDisabled( void ) { return m_bDisabled; }
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void SetDisabled( bool bDisabled ) { m_bDisabled = bDisabled; }
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PlayerTeamSpawnMode_t GetTeamSpawnMode( void ) { return m_nSpawnMode; }
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// Inputs/Outputs.
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputRoundSpawn( inputdata_t &inputdata );
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int DrawDebugTextOverlays(void);
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CHandle<CTeamControlPoint> GetControlPoint( void ) { return m_hControlPoint; }
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CHandle<CTeamControlPointRound> GetRoundBlueSpawn( void ) { return m_hRoundBlueSpawn; }
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CHandle<CTeamControlPointRound> GetRoundRedSpawn( void ) { return m_hRoundRedSpawn; }
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PlayerTeamSpawn_MatchSummary_t GetMatchSummaryType( void ){ return m_nMatchSummaryType; }
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bool AlreadyUsedForMatchSummary( void ){ return m_bAlreadyUsedForMatchSummary; }
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void SetAlreadyUsedForMatchSummary( void ){ m_bAlreadyUsedForMatchSummary = true; }
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private:
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bool m_bDisabled; // Enabled/Disabled?
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PlayerTeamSpawnMode_t m_nSpawnMode; // How are players allowed to spawn here?
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string_t m_iszControlPointName;
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string_t m_iszRoundBlueSpawn;
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string_t m_iszRoundRedSpawn;
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CHandle<CTeamControlPoint> m_hControlPoint;
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CHandle<CTeamControlPointRound> m_hRoundBlueSpawn;
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CHandle<CTeamControlPointRound> m_hRoundRedSpawn;
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PlayerTeamSpawn_MatchSummary_t m_nMatchSummaryType; // is this a spawn location for a match summary?
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bool m_bAlreadyUsedForMatchSummary;
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DECLARE_DATADESC();
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};
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#endif // ENTITY_TFSTART_H
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