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_TF_TEAM_H
#define C_TF_TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "c_team.h"
#include "shareddefs.h"
#include "c_baseobject.h"
class C_BaseEntity; class C_BaseObject; class CBaseTechnology; class C_TFPlayer;
//-----------------------------------------------------------------------------
// Purpose: TF's Team manager
//-----------------------------------------------------------------------------
class C_TFTeam : public C_Team { DECLARE_CLASS( C_TFTeam, C_Team ); DECLARE_CLIENTCLASS();
public:
C_TFTeam(); virtual ~C_TFTeam();
int GetFlagCaptures( void ) { return m_nFlagCaptures; } int GetRole( void ) { return m_iRole; } char *Get_Name( void );
int GetNumObjects( int iObjectType = -1 ); CBaseObject *GetObject( int num );
CUtlVector< CHandle<C_BaseObject> > m_aObjects;
C_BasePlayer *GetTeamLeader( void ); void UpdateTeamName( void ); const wchar_t *Get_Localized_Name( void ){ return m_wzTeamname; };
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
bool IsUsingCustomTeamName( void ) { return m_bUsingCustomTeamName; }
// IClientThinkable override
virtual void ClientThink();
private:
int m_nFlagCaptures; int m_iRole;
CNetworkHandle( C_BasePlayer, m_hLeader ); wchar_t m_wzTeamname[ MAX_TEAM_NAME_LENGTH ]; bool m_bUsingCustomTeamName; };
C_TFTeam *GetGlobalTFTeam( int iTeamNumber );
#endif // C_TF_TEAM_H
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