//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hud_technologytreedoc.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class C_InfoCustomTechnology : public C_BaseEntity { DECLARE_CLASS( C_InfoCustomTechnology, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); C_InfoCustomTechnology( void ); virtual void SetDormant( bool bDormant ); public: // Sent via datatable char m_szTechTreeFile[128]; }; IMPLEMENT_CLIENTCLASS_DT(C_InfoCustomTechnology, DT_InfoCustomTechnology, CInfoCustomTechnology) RecvPropString(RECVINFO(m_szTechTreeFile)), END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_InfoCustomTechnology::C_InfoCustomTechnology( void ) { } //----------------------------------------------------------------------------- // Purpose: Whenever we enter the PVS, add ourselves to the tech tree. This will // only happen when the player joins a new team. //----------------------------------------------------------------------------- void C_InfoCustomTechnology::SetDormant( bool bDormant ) { if ( IsDormant() && !bDormant ) { // Tell the techtree to add the file to it's list of technologies GetTechnologyTreeDoc().AddTechnologyFile( m_szTechTreeFile ); } BaseClass::SetDormant( bDormant ); }