//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "EntityOutput.h" #include "EntityList.h" #include "tf_team.h" #include "baseentity.h" // Spawnflags const int SF_RESPAWNPLAYERS_RESETALL = 0x01; // Respawned players have their inventory completely reset const int SF_RESPAWNPLAYERS_RESETAMMO = 0x02; // Respawned players have their ammo counts reset //----------------------------------------------------------------------------- // Purpose: Map entity that respawns players //----------------------------------------------------------------------------- class CInfoInputRespawnPlayers : public CBaseEntity { DECLARE_CLASS( CInfoInputRespawnPlayers, CBaseEntity ); public: DECLARE_DATADESC(); // Inputs void InputRespawnAll( inputdata_t &inputdata ); void InputRespawnTeam1( inputdata_t &inputdata ); void InputRespawnTeam2( inputdata_t &inputdata ); void InputRespawnPlayer( inputdata_t &inputdata ); // Respawning void RespawnPlayer( CBaseTFPlayer *pPlayer ); void RespawnTeam( CTFTeam *pTeam ); }; BEGIN_DATADESC( CInfoInputRespawnPlayers ) // inputs DEFINE_INPUTFUNC( FIELD_VOID, "RespawnAll", InputRespawnAll ), DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam1", InputRespawnTeam1 ), DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam2", InputRespawnTeam2 ), DEFINE_INPUTFUNC( FIELD_EHANDLE, "RespawnPlayer", InputRespawnPlayer ), END_DATADESC() LINK_ENTITY_TO_CLASS( info_input_respawnplayers, CInfoInputRespawnPlayers ); //----------------------------------------------------------------------------- // Purpose: Respawn all the players //----------------------------------------------------------------------------- void CInfoInputRespawnPlayers::InputRespawnAll( inputdata_t &inputdata ) { for ( int i = 0; i < MAX_TF_TEAMS; i++ ) { RespawnTeam( GetGlobalTFTeam(i+1) ); } } //----------------------------------------------------------------------------- // Purpose: Respawn all of team 1's players //----------------------------------------------------------------------------- void CInfoInputRespawnPlayers::InputRespawnTeam1( inputdata_t &inputdata ) { RespawnTeam( GetGlobalTFTeam(1) ); } //----------------------------------------------------------------------------- // Purpose: Respawn all of team 2's players //----------------------------------------------------------------------------- void CInfoInputRespawnPlayers::InputRespawnTeam2( inputdata_t &inputdata ) { RespawnTeam( GetGlobalTFTeam(2) ); } //----------------------------------------------------------------------------- // Purpose: Respawn a specific player //----------------------------------------------------------------------------- void CInfoInputRespawnPlayers::InputRespawnPlayer( inputdata_t &inputdata ) { CBaseEntity *pEntity = (inputdata.value.Entity()).Get(); if ( pEntity && pEntity->IsPlayer() ) { CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity; RespawnPlayer( pPlayer ); } } //----------------------------------------------------------------------------- // Purpose: Respawn the team //----------------------------------------------------------------------------- void CInfoInputRespawnPlayers::RespawnTeam( CTFTeam *pTeam ) { Assert( pTeam ); if ( !pTeam ) return; // Respawn all the players for ( int i = 0; i < pTeam->GetNumPlayers(); i++ ) { RespawnPlayer( (CBaseTFPlayer*)pTeam->GetPlayer(i) ); } } //----------------------------------------------------------------------------- // Purpose: Respawn the player //----------------------------------------------------------------------------- void CInfoInputRespawnPlayers::RespawnPlayer( CBaseTFPlayer *pPlayer ) { // Reset ammo if the spawnflag's set if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETALL ) ) { pPlayer->ResupplyAmmo( 1.0, RESUPPLY_ALL_FROM_STATION ); } else if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETAMMO ) ) { pPlayer->ResupplyAmmo( 1.0, RESUPPLY_RESPAWN ); } pPlayer->ForceRespawn(); }