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482 lines
14 KiB
482 lines
14 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_team.h"
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#include "entitylist.h"
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#include "util.h"
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#include "tf_obj.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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// Purpose: SendProxy that converts the UtlVector list of objects to entindexes, where it's reassembled on the client
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//-----------------------------------------------------------------------------
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void SendProxy_TeamObjectList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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CTFTeam *pTeam = (CTFTeam*)pStruct;
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Assert( iElement < pTeam->GetNumObjects() );
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CBaseObject *pObject = pTeam->GetObject(iElement);
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EHANDLE hObject;
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hObject = pObject;
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SendProxy_EHandleToInt( pProp, pStruct, &hObject, pOut, iElement, objectID );
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}
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int SendProxyArrayLength_TeamObjects( const void *pStruct, int objectID )
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{
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CTFTeam *pTeam = (CTFTeam*)pStruct;
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int iObjects = pTeam->GetNumObjects();
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return iObjects;
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}
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//=============================================================================
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//
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// TF Team tables.
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//
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IMPLEMENT_SERVERCLASS_ST( CTFTeam, DT_TFTeam )
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SendPropInt( SENDINFO( m_nFlagCaptures ), 8 ),
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SendPropInt( SENDINFO( m_iRole ), 4, SPROP_UNSIGNED ),
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SendPropArray2(
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SendProxyArrayLength_TeamObjects,
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SendPropInt( "team_object_array_element", 0, SIZEOF_IGNORE, NUM_NETWORKED_EHANDLE_BITS, SPROP_UNSIGNED, SendProxy_TeamObjectList ),
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MAX_PLAYERS * MAX_OBJECTS_PER_PLAYER,
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0,
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"team_object_array"
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),
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SendPropEHandle( SENDINFO( m_hLeader ) ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( tf_team, CTFTeam );
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//=============================================================================
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//
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// TF Team Manager Functions.
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//
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CTFTeamManager s_TFTeamManager;
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CTFTeamManager *TFTeamMgr()
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{
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return &s_TFTeamManager;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFTeamManager::CTFTeamManager()
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{
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m_UndefinedTeamColor.r = 255;
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m_UndefinedTeamColor.g = 255;
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m_UndefinedTeamColor.b = 255;
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m_UndefinedTeamColor.a = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFTeamManager::Init( void )
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{
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// Clear the list.
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Shutdown();
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// Create the team list.
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for ( int iTeam = 0; iTeam < TF_TEAM_COUNT; ++iTeam )
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{
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COMPILE_TIME_ASSERT( TF_TEAM_COUNT == ARRAYSIZE( g_aTeamNames ) );
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COMPILE_TIME_ASSERT( TF_TEAM_COUNT == ARRAYSIZE( g_aTeamColors ) );
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int index = Create( g_aTeamNames[iTeam], g_aTeamColors[iTeam] );
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Assert( index == iTeam );
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if ( index != iTeam )
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFTeamManager::Shutdown( void )
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{
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// Note, don't delete each team since they are in the gEntList and will
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// automatically be deleted from there, instead.
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g_Teams.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFTeamManager::Create( const char *pName, color32 color )
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{
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CTeam *pTeam = static_cast<CTeam*>( CreateEntityByName( "tf_team" ) );
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if ( pTeam )
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{
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// Add the team to the global list of teams.
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int iTeam = g_Teams.AddToTail( pTeam );
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// Initialize the team.
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pTeam->Init( pName, iTeam );
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pTeam->NetworkProp()->SetUpdateInterval( 0.75f );
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// Set the team color.
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CTFTeam *pTFTeam = static_cast<CTFTeam*>( pTeam );
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pTFTeam->SetColor( color );
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return iTeam;
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}
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// Error.
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFTeamManager::GetFlagCaptures( int iTeam )
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{
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if ( !IsValidTeam( iTeam ) )
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return -1;
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CTFTeam *pTeam = GetGlobalTFTeam( iTeam );
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if ( !pTeam )
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return -1;
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return pTeam->GetFlagCaptures();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFTeamManager::IncrementFlagCaptures( int iTeam )
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{
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if ( !IsValidTeam( iTeam ) )
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return;
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CTFTeam *pTeam = GetGlobalTFTeam( iTeam );
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if ( !pTeam )
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return;
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pTeam->IncrementFlagCaptures();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFTeamManager::AddTeamScore( int iTeam, int iScoreToAdd )
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{
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if ( !IsValidTeam( iTeam ) )
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return;
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CTeam *pTeam = GetGlobalTeam( iTeam );
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if ( !pTeam )
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return;
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pTeam->AddScore( iScoreToAdd );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFTeamManager::IsValidTeam( int iTeam )
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{
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if ( ( iTeam >= 0 ) && ( iTeam < g_Teams.Count() ) )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFTeamManager::GetTeamCount( void )
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{
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return g_Teams.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFTeam *CTFTeamManager::GetTeam( int iTeam )
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{
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Assert( ( iTeam >= 0 ) && ( iTeam < g_Teams.Count() ) );
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if ( IsValidTeam( iTeam ) )
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{
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return static_cast<CTFTeam*>( g_Teams[iTeam] );
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFTeam *CTFTeamManager::GetSpectatorTeam()
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{
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return GetTeam( 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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color32 CTFTeamManager::GetUndefinedTeamColor( void )
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{
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return m_UndefinedTeamColor;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sends a message to the center of the player's screen.
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//-----------------------------------------------------------------------------
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void CTFTeamManager::PlayerCenterPrint( CBasePlayer *pPlayer, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 )
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sends a message to the center of the given teams screen.
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//-----------------------------------------------------------------------------
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void CTFTeamManager::TeamCenterPrint( int iTeam, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 )
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{
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CTeamRecipientFilter filter( iTeam, true );
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UTIL_ClientPrintFilter( filter, HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sends a message to the center of the player's teams screen (minus
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// the player).
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//-----------------------------------------------------------------------------
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void CTFTeamManager::PlayerTeamCenterPrint( CBasePlayer *pPlayer, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 )
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{
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CTeamRecipientFilter filter( pPlayer->GetTeamNumber(), true );
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filter.RemoveRecipient( pPlayer );
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UTIL_ClientPrintFilter( filter, HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
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}
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//=============================================================================
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//
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// TF Team Functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTFTeam::CTFTeam()
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{
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m_TeamColor.r = 0;
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m_TeamColor.g = 0;
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m_TeamColor.b = 0;
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m_TeamColor.a = 0;
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m_nFlagCaptures = 0;
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m_nTotalFlagCaptures = 0;
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m_flTotalSecondsKOTHPointOwned = 0.f;
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m_flTotalPLRTrackPercentTraveled = 0.f;
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m_hLeader = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFTeam::SetColor( color32 color )
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{
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m_TeamColor = color;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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color32 CTFTeam::GetColor( void )
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{
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return m_TeamColor;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input: pPlayer - print to just that client, NULL = all clients
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//-----------------------------------------------------------------------------
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void CTFTeam::ShowScore( CBasePlayer *pPlayer )
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{
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if ( pPlayer )
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{
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ClientPrint( pPlayer, HUD_PRINTNOTIFY, UTIL_VarArgs( "Team %s: %d\n", GetName(), GetScore() ) );
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}
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else
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{
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "Team %s: %d\n", GetName(), GetScore() ) );
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}
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}
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//-----------------------------------------------------------------------------
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// OBJECTS
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Add the specified object to this team.
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//-----------------------------------------------------------------------------
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void CTFTeam::AddObject( CBaseObject *pObject )
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{
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TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::AddObject adding object %p:%s to team %s\n", gpGlobals->curtime,
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pObject, pObject->GetClassname(), GetName() ) );
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bool alreadyInList = IsObjectOnTeam( pObject );
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Assert( !alreadyInList );
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if ( !alreadyInList )
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{
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m_aObjects.AddToTail( pObject );
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}
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NetworkStateChanged();
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}
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//-----------------------------------------------------------------------------
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// Returns true if the object is in the team's list of objects
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//-----------------------------------------------------------------------------
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bool CTFTeam::IsObjectOnTeam( CBaseObject *pObject ) const
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{
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return ( m_aObjects.Find( pObject ) != -1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove this object from the team
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// Removes all references from all sublists as well
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//-----------------------------------------------------------------------------
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void CTFTeam::RemoveObject( CBaseObject *pObject )
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{
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if ( m_aObjects.Count() <= 0 )
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return;
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if ( m_aObjects.Find( pObject ) != -1 )
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{
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TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::RemoveObject removing %p:%s from %s\n", gpGlobals->curtime,
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pObject, pObject->GetClassname(), GetName() ) );
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m_aObjects.FindAndRemove( pObject );
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}
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else
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{
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TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::RemoveObject couldn't remove %p:%s from %s\n", gpGlobals->curtime,
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pObject, pObject->GetClassname(), GetName() ) );
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}
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NetworkStateChanged();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFTeam::GetNumObjects( int iObjectType )
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{
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// Asking for a count of a specific object type?
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if ( iObjectType > 0 )
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{
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int iCount = 0;
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for ( int i = 0; i < GetNumObjects(); i++ )
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{
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CBaseObject *pObject = GetObject(i);
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if ( pObject && pObject->GetType() == iObjectType )
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{
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iCount++;
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}
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}
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return iCount;
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}
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return m_aObjects.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject *CTFTeam::GetObject( int num )
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{
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Assert( num >= 0 && num < m_aObjects.Count() );
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return m_aObjects[ num ];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get a pointer to the specified TF team
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//-----------------------------------------------------------------------------
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CTFTeam *GetGlobalTFTeam( int iIndex )
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{
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if ( iIndex < 0 || iIndex >= GetNumberOfTeams() )
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return NULL;
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return ( dynamic_cast< CTFTeam* >( g_Teams[iIndex] ) );
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}
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//-----------------------------------------------------------------------------
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// Set the team leader
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//-----------------------------------------------------------------------------
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bool CTFTeam::SetTeamLeader( CBasePlayer *pPlayer )
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{
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Assert ( pPlayer );
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// player must be on this team
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if ( m_aPlayers.Find(pPlayer) == m_aPlayers.InvalidIndex() )
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{
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Assert( !"can't set a player as leader of a team he's not on" );
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return false;
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}
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m_hLeader = pPlayer;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get Leader
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//-----------------------------------------------------------------------------
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CBasePlayer *CTFTeam::GetTeamLeader( void )
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{
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return m_hLeader.Get();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add the specified player to this team. Remove them from their current team, if any.
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//-----------------------------------------------------------------------------
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void CTFTeam::AddPlayer( CBasePlayer *pPlayer )
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{
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BaseClass::AddPlayer( pPlayer );
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if ( GetTeamLeader() == NULL )
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{
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SetTeamLeader( pPlayer );
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}
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TFGameRules()->TeamPlayerCountChanged( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove this player from the team
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//-----------------------------------------------------------------------------
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void CTFTeam::RemovePlayer( CBasePlayer *pPlayer )
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{
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BaseClass::RemovePlayer( pPlayer );
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if ( pPlayer == m_hLeader.Get() )
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{
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m_hLeader = NULL;
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if ( m_aPlayers.Count() > 0 )
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{
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// pick a new leader randomly
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||
|
int iLeader = random->RandomInt( 0, m_aPlayers.Count()-1 );
|
||
|
SetTeamLeader( m_aPlayers.Element(iLeader) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
TFGameRules()->TeamPlayerCountChanged( this );
|
||
|
}
|