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: Control Zone entity
//
// $NoKeywords: $
//=============================================================================//
#ifndef CONTROLZONE_H
#define CONTROLZONE_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Defines a team zone of control
// Usually the parent of many trigger entities
//-----------------------------------------------------------------------------
class CControlZone : public CBaseEntity
{
public:
DECLARE_CLASS( CControlZone, CBaseEntity );
DECLARE_SERVERCLASS();
void Spawn( void );
void StartTouch( CBaseEntity * );
void EndTouch( CBaseEntity * );
void Think( void );
virtual int UpdateTransmitState();
// input functions
void InputLockControllingTeam( inputdata_t &inputdata );
void InputSetTeam( inputdata_t &inputdata );
// internal methods
void LockControllingTeam( void );
void ReevaluateControllingTeam( void );
void SetControllingTeam( CBaseEntity *pActivator, int newTeam );
// outputs
int GetControllingTeam( void ) { return m_ControllingTeam.Get(); };
COutputInt m_ControllingTeam; // outputs the team currently controlling this spot, whenever it changes - this is -1 when contended
public:
// Data
CNetworkVar( int, m_nZoneNumber );
int m_iDefendingTeam; // the original defeind team
int m_iLocked; // no more changes, until a reset it called
int m_iLockAfterChange; // auto-lock after the control zone changes hands through combat
float m_flTimeTillCaptured; // time that the control zone has to be uncontested for it to succesfully change teams
float m_flTimeTillContested; // time that the control zone has to be contested for for it to change to Contested mode (no team)
int m_iTryingToChangeToTeam; // the team is trying to change to
CUtlVector< CHandle<CBaseTFPlayer> > m_ZonePlayerList; // List of all players in the zone at the moment
int m_iPlayersInZone[MAX_TF_TEAMS+1]; // count of players in the zone divided by team
DECLARE_DATADESC();
};
#endif // CONTROLZONE_H