Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "mapinfo.h"
#include "cs_gamerules.h"
LINK_ENTITY_TO_CLASS( info_map_parameters, CMapInfo );
BEGIN_DATADESC( CMapInfo )
DEFINE_INPUTFUNC( FIELD_INTEGER, "FireWinCondition", InputFireWinCondition ),
END_DATADESC()
CMapInfo *g_pMapInfo = NULL;
CMapInfo::CMapInfo() { m_flBombRadius = 500.0f; m_iBuyingStatus = 0;
if ( g_pMapInfo ) { // Should only be one of these.
Warning( "Warning: Multiple info_map_parameters entities in map!\n" ); } else { g_pMapInfo = this; } }
CMapInfo::~CMapInfo() { if ( g_pMapInfo == this ) g_pMapInfo = NULL; }
bool CMapInfo::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "buying")) { m_iBuyingStatus = atoi(szValue); return true; } else if (FStrEq(szKeyName, "bombradius")) { m_flBombRadius = (float)(atoi(szValue)); if (m_flBombRadius > 2048) m_flBombRadius = 2048; return true; } return BaseClass::KeyValue( szKeyName, szValue ); }
void CMapInfo::Spawn( void ) { SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_NONE ); AddEffects( EF_NODRAW ); }
void CMapInfo::InputFireWinCondition(inputdata_t &inputdata ) { CSGameRules()->TerminateRound( 5, inputdata.value.Int() ); }
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