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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "EntityOutput.h"
#include "EntityList.h"
#include "tf_team.h"
#include "baseentity.h"
//-----------------------------------------------------------------------------
// Purpose: Map entity that resets player's objects
//-----------------------------------------------------------------------------
class CInfoInputResetObjects : public CBaseEntity
{
DECLARE_CLASS( CInfoInputResetObjects, CBaseEntity );
public:
DECLARE_DATADESC();
// Inputs
void InputResetAll( inputdata_t &inputdata );
void InputResetTeam1( inputdata_t &inputdata );
void InputResetTeam2( inputdata_t &inputdata );
void InputResetPlayer( inputdata_t &inputdata );
// Resetting
void ResetPlayersObjects( CBaseTFPlayer *pPlayer );
void ResetTeamsObjects( CTFTeam *pTeam );
};
BEGIN_DATADESC( CInfoInputResetObjects )
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ResetAll", InputResetAll ),
DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam1", InputResetTeam1 ),
DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam2", InputResetTeam2 ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "ResetPlayer", InputResetPlayer ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( info_input_resetobjects, CInfoInputResetObjects );
//-----------------------------------------------------------------------------
// Purpose: Reset all the player's objects
//-----------------------------------------------------------------------------
void CInfoInputResetObjects::InputResetAll( inputdata_t &inputdata )
{
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) );
if ( pPlayer )
{
ResetPlayersObjects( pPlayer );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Reset all of team 1's player's objects
//-----------------------------------------------------------------------------
void CInfoInputResetObjects::InputResetTeam1( inputdata_t &inputdata )
{
ResetTeamsObjects( GetGlobalTFTeam(1) );
}
//-----------------------------------------------------------------------------
// Purpose: Reset all of team 2's player's objects
//-----------------------------------------------------------------------------
void CInfoInputResetObjects::InputResetTeam2( inputdata_t &inputdata )
{
ResetTeamsObjects( GetGlobalTFTeam(2) );
}
//-----------------------------------------------------------------------------
// Purpose: Reset a specific player's objects
//-----------------------------------------------------------------------------
void CInfoInputResetObjects::InputResetPlayer( inputdata_t &inputdata )
{
CBaseEntity *pEntity = (inputdata.value.Entity()).Get();
if ( pEntity && pEntity->IsPlayer() )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
ResetPlayersObjects( pPlayer );
}
}
//-----------------------------------------------------------------------------
// Purpose: Reset the team's objects
//-----------------------------------------------------------------------------
void CInfoInputResetObjects::ResetTeamsObjects( CTFTeam *pTeam )
{
for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
{
ResetPlayersObjects( (CBaseTFPlayer*)pTeam->GetPlayer(i) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Reset the player's objects
//-----------------------------------------------------------------------------
void CInfoInputResetObjects::ResetPlayersObjects( CBaseTFPlayer *pPlayer )
{
pPlayer->RemoveAllObjects( true, 0, true );
}