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85 lines
2.3 KiB
85 lines
2.3 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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//=============================================================================//
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#include "cbase.h"
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#include "entity_roundwin.h"
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#include "teamplayroundbased_gamerules.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//=============================================================================
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//
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// CTeamplayRoundWin tables.
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//
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BEGIN_DATADESC( CTeamplayRoundWin )
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DEFINE_KEYFIELD( m_bForceMapReset, FIELD_BOOLEAN, "force_map_reset" ),
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DEFINE_KEYFIELD( m_bSwitchTeamsOnWin, FIELD_BOOLEAN, "switch_teams" ),
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DEFINE_KEYFIELD( m_iWinReason, FIELD_INTEGER, "win_reason" ),
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// Inputs.
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTeam", InputSetTeam ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundWin", InputRoundWin ),
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// Outputs.
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DEFINE_OUTPUT( m_outputOnRoundWin, "OnRoundWin" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( game_round_win, CTeamplayRoundWin );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTeamplayRoundWin::CTeamplayRoundWin()
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{
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// default win reason for map-fired event (map may change it)
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m_iWinReason = WINREASON_DEFEND_UNTIL_TIME_LIMIT;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamplayRoundWin::RoundWin( void )
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{
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CTeamplayRoundBasedRules *pGameRules = dynamic_cast<CTeamplayRoundBasedRules *>( GameRules() );
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if ( pGameRules )
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{
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int iTeam = GetTeamNumber();
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if ( iTeam > LAST_SHARED_TEAM )
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{
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if ( !m_bForceMapReset )
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{
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pGameRules->SetWinningTeam( iTeam, m_iWinReason, m_bForceMapReset );
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}
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else
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{
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pGameRules->SetWinningTeam( iTeam, m_iWinReason, m_bForceMapReset, m_bSwitchTeamsOnWin );
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}
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}
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else
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{
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pGameRules->SetStalemate( STALEMATE_TIMER, m_bForceMapReset, m_bSwitchTeamsOnWin );
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}
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}
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// Output.
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m_outputOnRoundWin.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamplayRoundWin::InputRoundWin( inputdata_t &inputdata )
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{
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RoundWin();
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}
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