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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef INFO_ACT_H
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#define INFO_ACT_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseTFPlayer;
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//-----------------------------------------------------------------------------
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// Purpose: Map entity that defines an act
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//-----------------------------------------------------------------------------
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class CInfoAct : public CBaseEntity
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{
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DECLARE_CLASS( CInfoAct, CBaseEntity );
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public:
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CInfoAct();
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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int UpdateTransmitState();
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void Spawn( void );
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void StartAct( void );
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void UpdateClient( CBaseTFPlayer *pPlayer );
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void FinishAct( void );
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void ActThink( void );
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int ActNumber() const;
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void CleanupOnActStart( void );
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bool IsAWaitingAct( void );
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// Act player locking
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void StartActOverlayTime( CBaseTFPlayer *pPlayer );
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void EndActOverlayTime( CBaseTFPlayer *pPlayer );
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void ActThinkEndActOverlayTime( void );
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// Intermissions
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void StartIntermission( CBaseTFPlayer *pPlayer );
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void EndIntermission( CBaseTFPlayer *pPlayer );
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int GetMCVTimer( void ) { return m_nRespawn2Team2Time; }
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private:
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enum
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{
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RESPAWN_TIMER_90_REMAINING = 0,
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RESPAWN_TIMER_60_REMAINING,
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RESPAWN_TIMER_45_REMAINING,
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RESPAWN_TIMER_30_REMAINING,
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RESPAWN_TIMER_10_REMAINING,
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RESPAWN_TIMER_0_REMAINING,
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RESPAWN_TIMER_EVENT_COUNT
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};
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void SetUpRespawnTimers();
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void ShutdownRespawnTimers();
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// Inputs
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void InputStart( inputdata_t &inputdata );
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void InputFinishWinNone( inputdata_t &inputdata );
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void InputFinishWin1( inputdata_t &inputdata );
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void InputFinishWin2( inputdata_t &inputdata );
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void InputAddTime( inputdata_t &inputdata );
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// Respawn timers
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void RespawnTimerThink();
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// Respawn delay
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void Team1RespawnDelayThink();
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void Team2RespawnDelayThink();
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// Computes the time remaining
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int ComputeTimeRemaining( int nPeriod, int nDelay );
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// Fires respawn events
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void FireRespawnEvents( int nTimeRemaining, COutputEvent *pRespawnEvents, COutputInt &respawnTime );
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// Outputs
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COutputEvent m_OnStarted;
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COutputEvent m_OnFinishedTeamNone;
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COutputEvent m_OnFinishedTeam1;
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COutputEvent m_OnFinishedTeam2;
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COutputEvent m_OnTimerExpired;
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COutputEvent m_Team1RespawnDelayDone;
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COutputEvent m_Team2RespawnDelayDone;
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COutputInt m_Respawn1Team1TimeRemaining;
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COutputInt m_Respawn2Team1TimeRemaining;
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COutputInt m_Respawn1Team2TimeRemaining;
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COutputInt m_Respawn2Team2TimeRemaining;
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// A whole buncha respawn timer events
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COutputEvent m_Respawn1Team1Events[RESPAWN_TIMER_EVENT_COUNT];
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COutputEvent m_Respawn2Team1Events[RESPAWN_TIMER_EVENT_COUNT];
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COutputEvent m_Respawn1Team2Events[RESPAWN_TIMER_EVENT_COUNT];
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COutputEvent m_Respawn2Team2Events[RESPAWN_TIMER_EVENT_COUNT];
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// Respawn timer periods
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CNetworkVar( int, m_nRespawn1Team1Time );
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CNetworkVar( int, m_nRespawn1Team2Time );
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CNetworkVar( int, m_nRespawn2Team1Time );
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CNetworkVar( int, m_nRespawn2Team2Time );
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CNetworkVar( int, m_nRespawnTeam1Delay );
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CNetworkVar( int, m_nRespawnTeam2Delay );
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// Data
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CNetworkVar( int, m_iActNumber );
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CNetworkVar( float, m_flActTimeLimit );
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int m_iWinners;
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// Acts
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float m_flActStartedAt;
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// Intermissions
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string_t m_iszIntermissionCamera;
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};
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inline int CInfoAct::ActNumber() const
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{
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return m_iActNumber;
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}
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extern CHandle<CInfoAct> g_hCurrentAct;
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bool CurrentActIsAWaitingAct( void );
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#endif // INFO_ACT_H
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