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: Team management class. Contains all the details for a specific team
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cs_team.h"
#include "entitylist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Datatable
IMPLEMENT_SERVERCLASS_ST(CCSTeam, DT_CSTeam)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( cs_team_manager, CCSTeam );
//-----------------------------------------------------------------------------
// Purpose: Get a pointer to the specified TF team manager
//-----------------------------------------------------------------------------
CCSTeam *GetGlobalTFTeam( int iIndex )
{
return (CCSTeam*)GetGlobalTeam( iIndex );
}
//-----------------------------------------------------------------------------
// Purpose: Needed because this is an entity, but should never be used
//-----------------------------------------------------------------------------
void CCSTeam::Init( const char *pName, int iNumber )
{
BaseClass::Init( pName, iNumber );
// Only detect changes every half-second.
NetworkProp()->SetUpdateInterval( 0.75f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSTeam::~CCSTeam( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSTeam::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame
//-----------------------------------------------------------------------------
void CCSTeam::Think( void )
{
}
//------------------------------------------------------------------------------------------------------------------
// PLAYERS
//-----------------------------------------------------------------------------
// Purpose: Add the specified player to this team. Remove them from their current team, if any.
//-----------------------------------------------------------------------------
void CCSTeam::AddPlayer( CBasePlayer *pPlayer )
{
BaseClass::AddPlayer( pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose: Clean up the player's objects when they leave
//-----------------------------------------------------------------------------
void CCSTeam::RemovePlayer( CBasePlayer *pPlayer )
{
BaseClass::RemovePlayer( pPlayer );
}
//------------------------------------------------------------------------------------------------------------------
// UTILITY FUNCS
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSTeam* CCSTeam::GetEnemyTeam()
{
// Look for nearby enemy objects we can capture.
int iMyTeam = GetTeamNumber();
if( iMyTeam == 0 )
return NULL;
int iEnemyTeam = !(iMyTeam - 1) + 1;
return (CCSTeam*)GetGlobalTeam( iEnemyTeam );
}