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121 lines
4.0 KiB
121 lines
4.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "EntityOutput.h"
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#include "EntityList.h"
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#include "tf_team.h"
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#include "baseentity.h"
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// Spawnflags
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const int SF_RESPAWNPLAYERS_RESETALL = 0x01; // Respawned players have their inventory completely reset
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const int SF_RESPAWNPLAYERS_RESETAMMO = 0x02; // Respawned players have their ammo counts reset
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//-----------------------------------------------------------------------------
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// Purpose: Map entity that respawns players
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//-----------------------------------------------------------------------------
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class CInfoInputRespawnPlayers : public CBaseEntity
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{
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DECLARE_CLASS( CInfoInputRespawnPlayers, CBaseEntity );
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public:
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DECLARE_DATADESC();
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// Inputs
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void InputRespawnAll( inputdata_t &inputdata );
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void InputRespawnTeam1( inputdata_t &inputdata );
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void InputRespawnTeam2( inputdata_t &inputdata );
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void InputRespawnPlayer( inputdata_t &inputdata );
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// Respawning
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void RespawnPlayer( CBaseTFPlayer *pPlayer );
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void RespawnTeam( CTFTeam *pTeam );
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};
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BEGIN_DATADESC( CInfoInputRespawnPlayers )
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "RespawnAll", InputRespawnAll ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam1", InputRespawnTeam1 ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam2", InputRespawnTeam2 ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "RespawnPlayer", InputRespawnPlayer ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( info_input_respawnplayers, CInfoInputRespawnPlayers );
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//-----------------------------------------------------------------------------
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// Purpose: Respawn all the players
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//-----------------------------------------------------------------------------
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void CInfoInputRespawnPlayers::InputRespawnAll( inputdata_t &inputdata )
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{
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for ( int i = 0; i < MAX_TF_TEAMS; i++ )
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{
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RespawnTeam( GetGlobalTFTeam(i+1) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Respawn all of team 1's players
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//-----------------------------------------------------------------------------
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void CInfoInputRespawnPlayers::InputRespawnTeam1( inputdata_t &inputdata )
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{
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RespawnTeam( GetGlobalTFTeam(1) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Respawn all of team 2's players
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//-----------------------------------------------------------------------------
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void CInfoInputRespawnPlayers::InputRespawnTeam2( inputdata_t &inputdata )
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{
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RespawnTeam( GetGlobalTFTeam(2) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Respawn a specific player
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//-----------------------------------------------------------------------------
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void CInfoInputRespawnPlayers::InputRespawnPlayer( inputdata_t &inputdata )
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{
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CBaseEntity *pEntity = (inputdata.value.Entity()).Get();
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if ( pEntity && pEntity->IsPlayer() )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
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RespawnPlayer( pPlayer );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Respawn the team
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//-----------------------------------------------------------------------------
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void CInfoInputRespawnPlayers::RespawnTeam( CTFTeam *pTeam )
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{
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Assert( pTeam );
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if ( !pTeam )
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return;
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// Respawn all the players
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for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
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{
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RespawnPlayer( (CBaseTFPlayer*)pTeam->GetPlayer(i) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Respawn the player
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//-----------------------------------------------------------------------------
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void CInfoInputRespawnPlayers::RespawnPlayer( CBaseTFPlayer *pPlayer )
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{
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// Reset ammo if the spawnflag's set
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if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETALL ) )
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{
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pPlayer->ResupplyAmmo( 1.0, RESUPPLY_ALL_FROM_STATION );
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}
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else if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETAMMO ) )
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{
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pPlayer->ResupplyAmmo( 1.0, RESUPPLY_RESPAWN );
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}
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pPlayer->ForceRespawn();
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}
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