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69 lines
1.6 KiB
69 lines
1.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client side CTFTeam class
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef C_TF_TEAM_H
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#define C_TF_TEAM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_team.h"
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#include "shareddefs.h"
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#include "c_baseobject.h"
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class C_BaseEntity;
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class C_BaseObject;
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class CBaseTechnology;
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class C_TFPlayer;
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//-----------------------------------------------------------------------------
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// Purpose: TF's Team manager
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//-----------------------------------------------------------------------------
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class C_TFTeam : public C_Team
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{
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DECLARE_CLASS( C_TFTeam, C_Team );
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DECLARE_CLIENTCLASS();
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public:
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C_TFTeam();
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virtual ~C_TFTeam();
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int GetFlagCaptures( void ) { return m_nFlagCaptures; }
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int GetRole( void ) { return m_iRole; }
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char *Get_Name( void );
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int GetNumObjects( int iObjectType = -1 );
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CBaseObject *GetObject( int num );
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CUtlVector< CHandle<C_BaseObject> > m_aObjects;
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C_BasePlayer *GetTeamLeader( void );
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void UpdateTeamName( void );
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const wchar_t *Get_Localized_Name( void ){ return m_wzTeamname; };
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virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
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bool IsUsingCustomTeamName( void ) { return m_bUsingCustomTeamName; }
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// IClientThinkable override
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virtual void ClientThink();
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private:
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int m_nFlagCaptures;
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int m_iRole;
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CNetworkHandle( C_BasePlayer, m_hLeader );
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wchar_t m_wzTeamname[ MAX_TEAM_NAME_LENGTH ];
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bool m_bUsingCustomTeamName;
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};
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C_TFTeam *GetGlobalTFTeam( int iTeamNumber );
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#endif // C_TF_TEAM_H
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