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

73 lines
2.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "EntityOutput.h"
#include "EntityList.h"
#include "tf_team.h"
#include "baseentity.h"
#include "tf_stats.h"
//-----------------------------------------------------------------------------
// Purpose: Map entity that gives resources to players passed into it
//-----------------------------------------------------------------------------
class CInfoAddResources : public CBaseEntity
{
DECLARE_CLASS( CInfoAddResources, CBaseEntity );
public:
DECLARE_DATADESC();
void Spawn( void );
// Inputs
void InputPlayer( inputdata_t &inputdata );
public:
// Outputs
COutputEvent m_OnAdded;
// Data
int m_iResourceAmount;
};
BEGIN_DATADESC( CInfoAddResources )
// inputs
DEFINE_INPUTFUNC( FIELD_EHANDLE, "Player", InputPlayer ),
// outputs
DEFINE_OUTPUT( m_OnAdded, "OnAdded" ),
// keys
DEFINE_KEYFIELD_NOT_SAVED( m_iResourceAmount, FIELD_INTEGER, "ResourceAmount" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( info_add_resources, CInfoAddResources );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoAddResources::Spawn( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoAddResources::InputPlayer( inputdata_t &inputdata )
{
CBaseEntity *pEntity = (inputdata.value.Entity()).Get();
if ( pEntity && pEntity->IsPlayer() )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
pPlayer->AddBankResources( m_iResourceAmount );
TFStats()->IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_RESOURCES_ACQUIRED, m_iResourceAmount );
}
m_OnAdded.FireOutput( inputdata.pActivator, this );
}