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144 lines
3.9 KiB
144 lines
3.9 KiB
![]()
4 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 "tf/tf_shareddefs.h"
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#include "entity_forcerespawn.h"
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#include "tf_player.h"
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#include "tf_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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// CTFReset tables.
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//
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BEGIN_DATADESC( CTFForceRespawn )
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// Inputs.
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceRespawn", InputForceRespawn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceRespawnSwitchTeams", InputForceRespawnSwitchTeams ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "ForceTeamRespawn", InputForceTeamRespawn ),
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// Outputs.
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DEFINE_OUTPUT( m_outputOnForceRespawn, "OnForceRespawn" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( game_forcerespawn, CTFForceRespawn );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTFForceRespawn::CTFForceRespawn()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFForceRespawn::ForceRespawn( bool bSwitchTeams, int nTeam /* = TEAM_UNASSIGNED */, bool bRemoveEverything /* = true */ )
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{
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int i = 0;
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if ( bRemoveEverything && TFGameRules() )
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{
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TFGameRules()->RemoveAllProjectilesAndBuildings();
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}
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// respawn the players
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for ( i = 1 ; i <= gpGlobals->maxClients ; i++ )
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{
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
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if ( pPlayer )
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{
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// Ignore players who aren't on an active team
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if ( pPlayer->GetTeamNumber() != TF_TEAM_RED && pPlayer->GetTeamNumber() != TF_TEAM_BLUE )
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{
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// Let the player spawn immediately when they do pick a class
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pPlayer->AllowInstantSpawn();
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continue;
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}
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if ( bSwitchTeams )
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{
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if ( pPlayer->GetTeamNumber() == TF_TEAM_RED )
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{
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pPlayer->ForceChangeTeam( TF_TEAM_BLUE, true );
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}
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else if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
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{
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pPlayer->ForceChangeTeam( TF_TEAM_RED, true );
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}
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}
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// Ignore players who haven't picked a class yet
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if ( !pPlayer->GetPlayerClass() || pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_UNDEFINED )
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{
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// Allow them to spawn instantly when they do choose
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pPlayer->AllowInstantSpawn();
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continue;
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}
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if ( nTeam != TEAM_UNASSIGNED )
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{
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// Ignore players who aren't on the team we're trying to respawn
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if ( pPlayer->GetTeamNumber() != nTeam )
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{
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continue;
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}
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else
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{
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// Ignore players on the team that aren't dead
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if ( pPlayer->IsAlive() )
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continue;
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}
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}
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pPlayer->ForceRespawn();
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}
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}
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// remove any dropped weapons/ammo packs
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CBaseEntity *pEnt = NULL;
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while ( (pEnt = gEntList.FindEntityByClassname( pEnt, "tf_ammo_pack" )) != NULL )
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{
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UTIL_Remove( pEnt );
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}
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// Output.
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m_outputOnForceRespawn.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 CTFForceRespawn::InputForceRespawn( inputdata_t &inputdata )
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{
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ForceRespawn( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFForceRespawn::InputForceRespawnSwitchTeams( inputdata_t &inputdata )
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{
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ForceRespawn( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFForceRespawn::InputForceTeamRespawn( inputdata_t &inputdata )
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{
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int nTeam = inputdata.value.Int();
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ForceRespawn( false, nTeam, false );
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}
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