//========= 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 banks //----------------------------------------------------------------------------- class CInfoInputResetBanks : public CBaseEntity { DECLARE_CLASS( CInfoInputResetBanks, 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 ); void InputSetResetAmount( inputdata_t &inputdata ); // Resetting void ResetPlayersBank( CBaseTFPlayer *pPlayer ); void ResetTeamsBanks( CTFTeam *pTeam ); private: int m_iResetAmount; }; BEGIN_DATADESC( CInfoInputResetBanks ) // variables DEFINE_KEYFIELD( m_iResetAmount, FIELD_INTEGER, "ResetAmount" ), // inputs DEFINE_INPUTFUNC( FIELD_INTEGER, "SetResetAmount", InputSetResetAmount ), 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_resetbanks, CInfoInputResetBanks ); //----------------------------------------------------------------------------- // Purpose: Reset all the player's resource banks //----------------------------------------------------------------------------- void CInfoInputResetBanks::InputResetAll( inputdata_t &inputdata ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) ); if ( pPlayer ) { ResetPlayersBank( pPlayer ); } } } //----------------------------------------------------------------------------- // Purpose: Reset all of team 1's player's resource banks //----------------------------------------------------------------------------- void CInfoInputResetBanks::InputResetTeam1( inputdata_t &inputdata ) { ResetTeamsBanks( GetGlobalTFTeam(1) ); } //----------------------------------------------------------------------------- // Purpose: Reset all of team 2's player's resource banks //----------------------------------------------------------------------------- void CInfoInputResetBanks::InputResetTeam2( inputdata_t &inputdata ) { ResetTeamsBanks( GetGlobalTFTeam(2) ); } //----------------------------------------------------------------------------- // Purpose: Reset a specific player's resource banks //----------------------------------------------------------------------------- void CInfoInputResetBanks::InputResetPlayer( inputdata_t &inputdata ) { CBaseEntity *pEntity = (inputdata.value.Entity()).Get(); if ( pEntity && pEntity->IsPlayer() ) { CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity; ResetPlayersBank( pPlayer ); } } //----------------------------------------------------------------------------- // Purpose: Set the reset amount //----------------------------------------------------------------------------- void CInfoInputResetBanks::InputSetResetAmount( inputdata_t &inputdata ) { m_iResetAmount = inputdata.value.Int(); Assert( m_iResetAmount >= 0 ); } //----------------------------------------------------------------------------- // Purpose: Reset the team's resource banks //----------------------------------------------------------------------------- void CInfoInputResetBanks::ResetTeamsBanks( CTFTeam *pTeam ) { pTeam->SetRecentBankSet( m_iResetAmount ); for ( int i = 0; i < pTeam->GetNumPlayers(); i++ ) { ResetPlayersBank( (CBaseTFPlayer*)pTeam->GetPlayer(i) ); } } //----------------------------------------------------------------------------- // Purpose: Reset the player's resource bank //----------------------------------------------------------------------------- void CInfoInputResetBanks::ResetPlayersBank( CBaseTFPlayer *pPlayer ) { pPlayer->SetBankResources( m_iResetAmount ); }