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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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#include "cbase.h"
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#include "EntityOutput.h"
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#include "EntityList.h"
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#include "tf_team.h"
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#include "baseentity.h"
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//-----------------------------------------------------------------------------
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// Purpose: Map entity that fires its output with all the players in a team
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//-----------------------------------------------------------------------------
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class CInfoOutputTeam : public CBaseEntity
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{
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DECLARE_CLASS( CInfoOutputTeam, CBaseEntity );
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public:
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DECLARE_DATADESC();
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void Spawn( void );
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// Inputs
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void InputFire( inputdata_t &inputdata );
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public:
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// Outputs
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COutputEHANDLE m_Player;
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};
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BEGIN_DATADESC( CInfoOutputTeam )
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Fire", InputFire ),
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// outputs
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DEFINE_OUTPUT( m_Player, "Player" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( info_output_team, CInfoOutputTeam );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInfoOutputTeam::Spawn( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInfoOutputTeam::InputFire( inputdata_t &inputdata )
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{
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// Loop through all the players on the team and fire our output with each of them.
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) );
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if ( pPlayer )
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{
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// If we don't belong to a team, loop through all players
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if ( GetTeamNumber() == 0 || pPlayer->GetTeamNumber() == GetTeamNumber() )
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{
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EHANDLE hHandle;
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hHandle = pPlayer;
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m_Player.Set( hHandle, inputdata.pActivator, this );
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}
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}
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}
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}
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