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:
//
// $NoKeywords: $
//=============================================================================//
#ifndef INFO_ACT_H
#define INFO_ACT_H
#ifdef _WIN32
#pragma once
#endif
class CBaseTFPlayer;
//-----------------------------------------------------------------------------
// Purpose: Map entity that defines an act
//-----------------------------------------------------------------------------
class CInfoAct : public CBaseEntity
{
DECLARE_CLASS( CInfoAct, CBaseEntity );
public:
CInfoAct();
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
int UpdateTransmitState();
void Spawn( void );
void StartAct( void );
void UpdateClient( CBaseTFPlayer *pPlayer );
void FinishAct( void );
void ActThink( void );
int ActNumber() const;
void CleanupOnActStart( void );
bool IsAWaitingAct( void );
// Act player locking
void StartActOverlayTime( CBaseTFPlayer *pPlayer );
void EndActOverlayTime( CBaseTFPlayer *pPlayer );
void ActThinkEndActOverlayTime( void );
// Intermissions
void StartIntermission( CBaseTFPlayer *pPlayer );
void EndIntermission( CBaseTFPlayer *pPlayer );
int GetMCVTimer( void ) { return m_nRespawn2Team2Time; }
private:
enum
{
RESPAWN_TIMER_90_REMAINING = 0,
RESPAWN_TIMER_60_REMAINING,
RESPAWN_TIMER_45_REMAINING,
RESPAWN_TIMER_30_REMAINING,
RESPAWN_TIMER_10_REMAINING,
RESPAWN_TIMER_0_REMAINING,
RESPAWN_TIMER_EVENT_COUNT
};
void SetUpRespawnTimers();
void ShutdownRespawnTimers();
// Inputs
void InputStart( inputdata_t &inputdata );
void InputFinishWinNone( inputdata_t &inputdata );
void InputFinishWin1( inputdata_t &inputdata );
void InputFinishWin2( inputdata_t &inputdata );
void InputAddTime( inputdata_t &inputdata );
// Respawn timers
void RespawnTimerThink();
// Respawn delay
void Team1RespawnDelayThink();
void Team2RespawnDelayThink();
// Computes the time remaining
int ComputeTimeRemaining( int nPeriod, int nDelay );
// Fires respawn events
void FireRespawnEvents( int nTimeRemaining, COutputEvent *pRespawnEvents, COutputInt &respawnTime );
// Outputs
COutputEvent m_OnStarted;
COutputEvent m_OnFinishedTeamNone;
COutputEvent m_OnFinishedTeam1;
COutputEvent m_OnFinishedTeam2;
COutputEvent m_OnTimerExpired;
COutputEvent m_Team1RespawnDelayDone;
COutputEvent m_Team2RespawnDelayDone;
COutputInt m_Respawn1Team1TimeRemaining;
COutputInt m_Respawn2Team1TimeRemaining;
COutputInt m_Respawn1Team2TimeRemaining;
COutputInt m_Respawn2Team2TimeRemaining;
// A whole buncha respawn timer events
COutputEvent m_Respawn1Team1Events[RESPAWN_TIMER_EVENT_COUNT];
COutputEvent m_Respawn2Team1Events[RESPAWN_TIMER_EVENT_COUNT];
COutputEvent m_Respawn1Team2Events[RESPAWN_TIMER_EVENT_COUNT];
COutputEvent m_Respawn2Team2Events[RESPAWN_TIMER_EVENT_COUNT];
// Respawn timer periods
CNetworkVar( int, m_nRespawn1Team1Time );
CNetworkVar( int, m_nRespawn1Team2Time );
CNetworkVar( int, m_nRespawn2Team1Time );
CNetworkVar( int, m_nRespawn2Team2Time );
CNetworkVar( int, m_nRespawnTeam1Delay );
CNetworkVar( int, m_nRespawnTeam2Delay );
// Data
CNetworkVar( int, m_iActNumber );
CNetworkVar( float, m_flActTimeLimit );
int m_iWinners;
// Acts
float m_flActStartedAt;
// Intermissions
string_t m_iszIntermissionCamera;
};
inline int CInfoAct::ActNumber() const
{
return m_iActNumber;
}
extern CHandle<CInfoAct> g_hCurrentAct;
bool CurrentActIsAWaitingAct( void );
#endif // INFO_ACT_H