Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: DOD's objective resource, transmits all objective states to players
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOD_OBJECTIVE_RESOURCE_H
#define DOD_OBJECTIVE_RESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "dod_shareddefs.h"
class CDODObjectiveResource : public CBaseEntity
{
DECLARE_CLASS( CDODObjectiveResource, CBaseEntity );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
virtual void Spawn( void );
virtual int UpdateTransmitState(void);
void ResetControlPoints( void );
// Data functions, called to set up the state at the beginning of a round
void SetNumControlPoints( int num );
void SetCPIcons( int index, int iAlliesIcon, int iAxisIcon, int iNeutralIcon, int iTimerCapIcon, int iBombedIcon );
void SetCPPosition( int index, const Vector& vPosition );
void SetCPVisible( int index, bool bVisible );
void SetCPRequiredCappers( int index, int iReqAllies, int iReqAxis );
void SetCPCapTime( int index, float flAlliesCapTime, float flAxisCapTime );
// State functions, called many times
void SetNumPlayers( int index, int team, int iNumPlayers );
void StartCap( int index, int team );
void SetOwningTeam( int index, int team );
void SetCappingTeam( int index, int team );
void SetBombPlanted( int index, bool bPlanted );
void SetBombsRequired( int index, int iBombsRequired );
void SetBombsRemaining( int index, int iBombsRemaining );
void SetBombBeingDefused( int index, bool bBeingDefused );
void AssertValidIndex( int index )
{
Assert( 0 <= index && index <= MAX_CONTROL_POINTS && index < m_iNumControlPoints );
}
private:
CNetworkVar( int, m_iNumControlPoints );
// data variables
CNetworkArray( Vector, m_vCPPositions, MAX_CONTROL_POINTS );
CNetworkArray( int, m_bCPIsVisible, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iAlliesIcons, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iAxisIcons, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iNeutralIcons, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iTimerCapIcons, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iBombedIcons, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iAlliesReqCappers,MAX_CONTROL_POINTS );
CNetworkArray( int, m_iAxisReqCappers, MAX_CONTROL_POINTS );
CNetworkArray( float, m_flAlliesCapTime, MAX_CONTROL_POINTS );
CNetworkArray( float, m_flAxisCapTime, MAX_CONTROL_POINTS );
CNetworkArray( int, m_bBombPlanted, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iBombsRequired, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iBombsRemaining, MAX_CONTROL_POINTS );
CNetworkArray( int, m_bBombBeingDefused,MAX_CONTROL_POINTS );
// state variables
// change when players enter/exit an area
CNetworkArray( int, m_iNumAllies, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iNumAxis, MAX_CONTROL_POINTS );
// changes when a cap starts. start and end times are calculated on client
CNetworkArray( int, m_iCappingTeam, MAX_CONTROL_POINTS );
// changes when a point is successfully captured
CNetworkArray( int, m_iOwner, MAX_CONTROL_POINTS );
};
extern CDODObjectiveResource *g_pObjectiveResource;
#endif //DOD_OBJECTIVE_RESOURCE_H