source-engine/game/server/tf2/tf_hintmanager.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

64 lines
1.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "tf_hintmanager.h"
#define TFHINTMANAGER_THINK_INTERVAL 1.0f
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTFHintManager, DT_TFHintManager)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( tf_hintmanager, CTFHintManager );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFHintManager::CTFHintManager( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHintManager::Spawn( void )
{
Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHintManager::Think( void )
{
SetNextThink( gpGlobals->curtime + TFHINTMANAGER_THINK_INTERVAL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
// hintID -
//-----------------------------------------------------------------------------
void CTFHintManager::AddHint( CBaseTFPlayer *player, int hintID, int priority, int entityIndex /*=0*/ )
{
// Send a message to the client side entity
}
//-----------------------------------------------------------------------------
// Purpose: Always send
// Input : **ppSendTable -
// *recipient -
// *pvs -
// clientArea -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
int CTFHintManager::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}