Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Round timer for team gamerules
//
//=============================================================================//
#ifndef TEAM_ROUND_TIMER_H
#define TEAM_ROUND_TIMER_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#define CTeamRoundTimer C_TeamRoundTimer
#endif
class CTeamRoundTimer : public CBaseEntity
{
public:
DECLARE_CLASS( CTeamRoundTimer, CBaseEntity );
DECLARE_NETWORKCLASS();
CTeamRoundTimer();
virtual ~CTeamRoundTimer();
virtual void Spawn( void );
virtual void Precache( void );
virtual void Activate( void );
// Returns seconds to display.
// When paused shows amount of time left once the timer is resumed
virtual float GetTimeRemaining( void );
virtual int GetTimerMaxLength( void );
virtual bool ShowInHud( void );
virtual bool StartPaused( void ){ return m_bStartPaused; }
bool ShowTimeRemaining( void ) { return m_bShowTimeRemaining; }
bool IsDisabled( void ) { return m_bIsDisabled; }
int GetTimerState( void ){ return m_nState; }
bool IsTimerPaused( void ) { return m_bTimerPaused; }
#ifdef CLIENT_DLL
void InternalSetPaused( bool bPaused ) { m_bTimerPaused = bPaused; }
#else
void SetStopWatchTimeStamp( void );
virtual void SetTimeRemaining( int iTimerSeconds ); // Set the initial length of the timer
virtual void AddTimerSeconds( int iSecondsToAdd, int iTeamResponsible = TEAM_UNASSIGNED ); // Add time to an already running ( or paused ) timer
virtual void PauseTimer( void );
virtual void ResumeTimer( void );
virtual void SetAutoCountdown( bool bAuto ){ m_bAutoCountdown = bAuto; }
void SetShowInHud( bool bShowInHUD ) { m_bShowInHUD = bShowInHUD; }
int UpdateTransmitState();
void InputEnable( inputdata_t &input );
void InputDisable( inputdata_t &input );
void InputPause( inputdata_t &input );
void InputResume( inputdata_t &input );
void InputSetTime( inputdata_t &input );
void InputAddTime( inputdata_t &input );
void InputRestart( inputdata_t &input );
void InputShowInHUD( inputdata_t &input );
void InputRoundSpawn( inputdata_t &inputdata );
void InputSetMaxTime( inputdata_t &input );
void InputAutoCountdown( inputdata_t &input );
void InputAddTeamTime( inputdata_t &input );
void InputSetSetupTime( inputdata_t &input );
#endif
void SetCaptureWatchState( bool bCaptureWatch );
bool IsWatchingTimeStamps( void ) { return m_bInCaptureWatchState; }
void SetStopWatch( bool bState ) { m_bStopWatchTimer = bState; }
bool IsStopWatchTimer( void ) { return m_bStopWatchTimer; }
float GetStopWatchTotalTime( void ) { return m_flTotalTime; }
bool IsRoundMaxTimerSet( void ) { return m_nTimerMaxLength > 0; }
int GetTimerInitialLength( void ) { return m_nTimerInitialLength; }
int GetSetupTimeLength( void ){ return m_nSetupTimeLength; }
private:
void CalculateOutputMessages( void );
#ifdef CLIENT_DLL
virtual void ClientThink();
void OnPreDataChanged( DataUpdateType_t updateType );
void OnDataChanged( DataUpdateType_t updateType );
void SendTimeWarning( int nWarning );
const char *GetTimeWarningSound( int nWarning );
#else
void SetState( int nState, bool bFireOutput = true );
void SetTimerThink( int nType );
void EXPORT RoundTimerThink( void );
void EXPORT RoundTimerSetupThink( void );
static void SetActiveTimer( CTeamRoundTimer *pNewlyActive );
#endif
private:
CNetworkVar( bool, m_bTimerPaused );
CNetworkVar( float, m_flTimeRemaining );
CNetworkVar( float, m_flTimerEndTime );
CNetworkVar( bool, m_bIsDisabled );
CNetworkVar( bool, m_bShowInHUD );
CNetworkVar( int, m_nTimerLength ); // current timer's length (used in the timer panel if no max length is set)
CNetworkVar( int, m_nTimerInitialLength ); // initial length of the timer
CNetworkVar( int, m_nTimerMaxLength ); // max time the timer can have (0 is no max)
CNetworkVar( bool, m_bAutoCountdown ); // automatically count down the end of a round
CNetworkVar( int, m_nSetupTimeLength ); // current timer's setup time length (setup time is the time before the round begins)
CNetworkVar( int, m_nState ); // RT_STATE_SETUP or RT_STATE_NORMAL
CNetworkVar( bool, m_bStartPaused ); // start the timer paused when it spawns
CNetworkVar( bool, m_bShowTimeRemaining ); //show how much time is left (default) instead of how much time has passed.
CNetworkVar( bool, m_bInCaptureWatchState );
CNetworkVar( float, m_flTotalTime );
CNetworkVar( bool, m_bStopWatchTimer );
bool m_bFireFinished;
bool m_bFire5MinRemain;
bool m_bFire4MinRemain;
bool m_bFire3MinRemain;
bool m_bFire2MinRemain;
bool m_bFire1MinRemain;
bool m_bFire30SecRemain;
bool m_bFire10SecRemain;
bool m_bFire5SecRemain;
bool m_bFire4SecRemain;
bool m_bFire3SecRemain;
bool m_bFire2SecRemain;
bool m_bFire1SecRemain;
#ifdef CLIENT_DLL
int m_nOldTimerLength;
int m_nOldTimerState;
#else
COutputEvent m_OnRoundStart;
COutputEvent m_OnFinished;
COutputEvent m_On5MinRemain;
COutputEvent m_On4MinRemain;
COutputEvent m_On3MinRemain;
COutputEvent m_On2MinRemain;
COutputEvent m_On1MinRemain;
COutputEvent m_On30SecRemain;
COutputEvent m_On10SecRemain;
COutputEvent m_On5SecRemain;
COutputEvent m_On4SecRemain;
COutputEvent m_On3SecRemain;
COutputEvent m_On2SecRemain;
COutputEvent m_On1SecRemain;
COutputEvent m_OnSetupStart;
COutputEvent m_OnSetupFinished;
float m_flNextOvertimeNag;
float m_flLastTime;
DECLARE_DATADESC();
bool m_bPauseDueToWin;
bool m_bResetTimeOnRoundStart;
int m_nTimeToUseAfterSetupFinished;
#endif
};
#ifdef CLIENT_DLL
extern CTeamRoundTimer *g_TeamRoundTimer;
#endif
#endif //TEAM_ROUND_TIMER_H