Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Team management class. Contains all the details for a specific team
//
// $NoKeywords: $
//=============================================================================//
#ifndef TEAM_H
#define TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "utlvector.h"
#include "cs_player.h"
class CBasePlayer; class CTeamSpawnPoint;
class CTeam : public CBaseEntity { DECLARE_CLASS( CTeam, CBaseEntity ); public: CTeam( void ); virtual ~CTeam( void );
DECLARE_SERVERCLASS();
virtual void Precache( void ) { return; };
virtual void Think( void ); virtual int UpdateTransmitState( void );
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
virtual void Init( const char *pName, int iNumber );
//-----------------------------------------------------------------------------
// Data Handling
//-----------------------------------------------------------------------------
virtual int GetTeamNumber( void ) const; virtual void SetName( const char *pName ); virtual const char *GetName( void ); virtual void UpdateClientData( CBasePlayer *pPlayer ); virtual int ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity ); virtual void SetClanName( const char *pName ); virtual const char *GetClanName( void ); virtual void SetClanID( uint32 iClanID ); virtual uint32 GetClanID( void ); virtual void SetFlagImageString( const char *pName ); virtual const char *GetFlagImageString( void ); virtual void SetLogoImageString( const char *pName ); virtual const char *GetLogoImageString( void ); virtual void SetNumMapVictories( int numVictories );
//-----------------------------------------------------------------------------
// Spawnpoints
//-----------------------------------------------------------------------------
virtual void InitializeSpawnpoints( void ); virtual void AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint ); virtual void RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint ); virtual CBaseEntity *SpawnPlayer( CBasePlayer *pPlayer );
//-----------------------------------------------------------------------------
// Players
//-----------------------------------------------------------------------------
virtual void InitializePlayers( void ); virtual void AddPlayer( CBasePlayer *pPlayer ); virtual void RemovePlayer( CBasePlayer *pPlayer ); virtual int GetNumPlayers( void ); virtual CBasePlayer *GetPlayer( int iIndex ); static int TeamGGSortFunction( CCSPlayer* const *entry1, CCSPlayer* const *entry2 ); virtual void DetermineGGLeaderAndSort( void ); virtual int GetGGLeader( int nTeam );
//-----------------------------------------------------------------------------
// Scoring
//-----------------------------------------------------------------------------
virtual void AddScore( int score ) { m_scoreTotal += score; } virtual void AddScoreFirstHalf( int score ) { m_scoreFirstHalf += score; } virtual void AddScoreSecondHalf( int score ) { m_scoreSecondHalf += score; } virtual void AddScoreOvertime( int score ) { m_scoreOvertime += score; }
virtual void SetScore( int score ) { m_scoreTotal = score; } virtual void SetScoreFirstHalf( int score ) { m_scoreFirstHalf = score; } virtual void SetScoreSecondHalf( int score ) { m_scoreSecondHalf = score; } virtual void SetScoreOvertime( int score ) { m_scoreOvertime = score; }
virtual int GetScore( void ) { return m_scoreTotal; } virtual int GetScoreFirstHalf( void ) { return m_scoreFirstHalf; } virtual int GetScoreSecondHalf( void ) { return m_scoreSecondHalf; } virtual int GetScoreOvertime( void ) { return m_scoreOvertime; }
virtual void ResetScores( void ); virtual void ResetTeamLeaders( void );
void MarkSurrendered() { m_bSurrendered = 1; }
void AwardAchievement( int iAchievement );
virtual int GetAliveMembers( void );
#if defined ( CSTRIKE15 )
virtual int GetBotMembers( CUtlVector< class CCSBot* > *pOutVecBots = NULL ); virtual int GetHumanMembers( CUtlVector< class CCSPlayer* > *pOutVecPlayers = NULL ); #endif
float m_flLastPlayerSortTime; static int m_nStaticGGLeader_CT; static int m_nStaticGGLeader_T;
int m_nLastGGLeader_CT; int m_nLastGGLeader_T;
public: CUtlVector< CTeamSpawnPoint * > m_aSpawnPoints; CUtlVector< CBasePlayer * > m_aPlayers;
// Data
CNetworkString( m_szTeamname, MAX_TEAM_NAME_LENGTH ); CNetworkString( m_szClanTeamname, MAX_TEAM_NAME_LENGTH ); CNetworkString( m_szTeamFlagImage, MAX_TEAM_FLAG_ICON_LENGTH ); CNetworkString( m_szTeamLogoImage, MAX_TEAM_LOGO_ICON_LENGTH ); CNetworkString( m_szTeamMatchStat, MAX_PATH ); CNetworkVar( int, m_numMapVictories ); CNetworkVar( uint32, m_iClanID ); CNetworkVar( int, m_bSurrendered ); CNetworkVar( int, m_scoreTotal ); CNetworkVar( int, m_scoreFirstHalf ); CNetworkVar( int, m_scoreSecondHalf ); CNetworkVar( int, m_scoreOvertime ); int m_iDeaths;
CNetworkVar( int, m_nGGLeaderEntIndex_CT ); CNetworkVar( int, m_nGGLeaderEntIndex_T ); bool m_bGGHasLeader_CT; bool m_bGGHasLeader_T;
// Spawnpoints
int m_iLastSpawn; // Index of the last spawnpoint used
CNetworkVar( int, m_iTeamNum ); // Which team is this?
};
extern CUtlVector< CTeam * > g_Teams; extern CTeam *GetGlobalTeam( int iIndex ); extern int GetNumberOfTeams( void ); extern const char* GetTeamName( int iTeam ); #endif // TEAM_H
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