Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Spawn Point.
//
//=============================================================================//
#ifndef ENTITY_TFSTART_H
#define ENTITY_TFSTART_H
#ifdef _WIN32
#pragma once
#endif
class CTeamControlPoint;
class CTeamControlPointRound;
//=============================================================================
//
// TF team spawning entity.
//
enum PlayerTeamSpawnMode_t
{
PlayerTeamSpawnMode_Normal = 0,
PlayerTeamSpawnMode_Triggered = 1,
};
enum PlayerTeamSpawn_MatchSummary_t
{
PlayerTeamSpawn_MatchSummary_None = 0,
PlayerTeamSpawn_MatchSummary_Loser = 1,
PlayerTeamSpawn_MatchSummary_Winner = 2,
};
DECLARE_AUTO_LIST( ITFTeamSpawnAutoList );
class CTFTeamSpawn : public CPointEntity, public ITFTeamSpawnAutoList
{
public:
DECLARE_CLASS( CTFTeamSpawn, CPointEntity );
CTFTeamSpawn();
void Activate( void );
bool IsDisabled( void ) { return m_bDisabled; }
void SetDisabled( bool bDisabled ) { m_bDisabled = bDisabled; }
PlayerTeamSpawnMode_t GetTeamSpawnMode( void ) { return m_nSpawnMode; }
// Inputs/Outputs.
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputRoundSpawn( inputdata_t &inputdata );
int DrawDebugTextOverlays(void);
CHandle<CTeamControlPoint> GetControlPoint( void ) { return m_hControlPoint; }
CHandle<CTeamControlPointRound> GetRoundBlueSpawn( void ) { return m_hRoundBlueSpawn; }
CHandle<CTeamControlPointRound> GetRoundRedSpawn( void ) { return m_hRoundRedSpawn; }
PlayerTeamSpawn_MatchSummary_t GetMatchSummaryType( void ){ return m_nMatchSummaryType; }
bool AlreadyUsedForMatchSummary( void ){ return m_bAlreadyUsedForMatchSummary; }
void SetAlreadyUsedForMatchSummary( void ){ m_bAlreadyUsedForMatchSummary = true; }
private:
bool m_bDisabled; // Enabled/Disabled?
PlayerTeamSpawnMode_t m_nSpawnMode; // How are players allowed to spawn here?
string_t m_iszControlPointName;
string_t m_iszRoundBlueSpawn;
string_t m_iszRoundRedSpawn;
CHandle<CTeamControlPoint> m_hControlPoint;
CHandle<CTeamControlPointRound> m_hRoundBlueSpawn;
CHandle<CTeamControlPointRound> m_hRoundRedSpawn;
PlayerTeamSpawn_MatchSummary_t m_nMatchSummaryType; // is this a spawn location for a match summary?
bool m_bAlreadyUsedForMatchSummary;
DECLARE_DATADESC();
};
#endif // ENTITY_TFSTART_H