Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side CTeam class
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TEAM_H
#define C_TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "utlvector.h"
#include "client_thinklist.h"
class C_BasePlayer;
class C_Team : public C_BaseEntity { DECLARE_CLASS( C_Team, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE();
C_Team(); virtual ~C_Team();
virtual void PreDataUpdate( DataUpdateType_t updateType );
// Data Handling
virtual char *Get_Name( void ); virtual int Get_Score( void ); virtual int Get_Deaths( void ); virtual int Get_Ping( void );
// Player Handling
virtual int Get_Number_Players( void ); virtual bool ContainsPlayer( int iPlayerIndex ); C_BasePlayer* GetPlayer( int idx );
// for shared code, use the same function name
virtual int GetNumPlayers( void ) { return Get_Number_Players(); }
int GetTeamNumber() const;
int GetRoundsWon(void) { return m_iRoundsWon; }
void RemoveAllPlayers();
// IClientThinkable overrides.
public:
virtual void ClientThink();
public:
// Data received from the server
CUtlVector< int > m_aPlayers; char m_szTeamname[ MAX_TEAM_NAME_LENGTH ]; int m_iScore; int m_iRoundsWon;
// Data for the scoreboard
int m_iDeaths; int m_iPing; int m_iPacketloss; int m_iTeamNum; };
// Global list of client side team entities
extern CUtlVector< C_Team * > g_Teams;
// Global team handling functions
C_Team *GetLocalTeam( void ); C_Team *GetGlobalTeam( int iTeamNumber ); C_Team *GetPlayersTeam( int iPlayerIndex ); C_Team *GetPlayersTeam( C_BasePlayer *pPlayer ); bool ArePlayersOnSameTeam( int iPlayerIndex1, int iPlayerIndex2 ); extern int GetNumberOfTeams( void );
#endif // C_TEAM_H
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