Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side CTFTeam class
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_DOD_TEAM_H
#define C_DOD_TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "c_team.h"
#include "shareddefs.h"
#include "dod_playerclass_info_parse.h"
#include "dod_shareddefs.h"
class C_BaseEntity; class C_BaseObject; class CBaseTechnology;
//-----------------------------------------------------------------------------
// Purpose: TF's Team manager
//-----------------------------------------------------------------------------
class C_DODTeam : public C_Team { DECLARE_CLASS( C_DODTeam, C_Team ); public: DECLARE_CLIENTCLASS();
C_DODTeam(); virtual ~C_DODTeam();
CDODPlayerClassInfo const &GetPlayerClassInfo( int iPlayerClass ) const; const unsigned char *GetEncryptionKey( void ) { return g_pGameRules->GetEncryptionKey(); }
virtual void AddPlayerClass( const char *pszClassName );
bool IsClassOnTeam( const char *pszClassName, int &iClassNum ) const; bool IsClassOnTeam( int iClassNum ) const; int GetNumPlayerClasses( void ) { return m_hPlayerClassInfoHandles.Count(); }
int CountPlayersOfThisClass( int iPlayerClass );
private: CUtlVector < PLAYERCLASS_FILE_INFO_HANDLE > m_hPlayerClassInfoHandles; };
class C_DODTeam_Allies : public C_DODTeam { DECLARE_CLASS( C_DODTeam_Allies, C_DODTeam ); public: DECLARE_CLIENTCLASS();
C_DODTeam_Allies(); virtual ~C_DODTeam_Allies() {} };
class C_DODTeam_Axis : public C_DODTeam { DECLARE_CLASS( C_DODTeam_Axis, C_DODTeam ); public: DECLARE_CLIENTCLASS();
C_DODTeam_Axis(); virtual ~C_DODTeam_Axis() {} };
#endif // C_DOD_TEAM_H
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