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