//========= 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 ); }