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63 lines
1.5 KiB
63 lines
1.5 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_TFTEAM_H
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#define C_TFTEAM_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 "techtree.h"
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#include "imessagechars.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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//-----------------------------------------------------------------------------
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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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public:
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DECLARE_CLIENTCLASS();
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C_TFTeam();
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virtual ~C_TFTeam();
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// Data Access
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virtual float GetTeamResources( void );
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virtual float GetPotentialTeamResources( void );
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virtual bool GetHaveZone( void );
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// Objects, note GetObject can return NULL!
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int GetNumObjects( int iObjectType = -1 );
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C_BaseObject *GetObject( int iIndex );
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bool IsObjectValid( int iIndex );
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void NotifyBaseUnderAttack( const Vector &vecPosition, bool bPlaySound = true, bool bForce = false );
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virtual void ReceiveMessage( int classID, bf_read &msg );
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public:
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// Resource UI data
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bool m_bHaveZone;
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float m_fResources; // Current amounts of resources
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float m_fPotentialResources; // Potential amounts of each resource when all harvesters have returned
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float m_LastAttackNotificationTime;
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CUtlVector< EHANDLE > m_aObjects;
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};
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#endif // C_TFTEAM_H
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