//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "mapinfo.h" #include "cs_gamerules.h" LINK_ENTITY_TO_CLASS( info_map_parameters, CMapInfo ); BEGIN_DATADESC( CMapInfo ) DEFINE_INPUTFUNC( FIELD_INTEGER, "FireWinCondition", InputFireWinCondition ), END_DATADESC() CMapInfo *g_pMapInfo = NULL; CMapInfo::CMapInfo() { m_flBombRadius = 500.0f; m_iBuyingStatus = 0; if ( g_pMapInfo ) { // Should only be one of these. Warning( "Warning: Multiple info_map_parameters entities in map!\n" ); } else { g_pMapInfo = this; } } CMapInfo::~CMapInfo() { if ( g_pMapInfo == this ) g_pMapInfo = NULL; } bool CMapInfo::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "buying")) { m_iBuyingStatus = atoi(szValue); return true; } else if (FStrEq(szKeyName, "bombradius")) { m_flBombRadius = (float)(atoi(szValue)); if (m_flBombRadius > 2048) m_flBombRadius = 2048; return true; } return BaseClass::KeyValue( szKeyName, szValue ); } void CMapInfo::Spawn( void ) { SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_NONE ); AddEffects( EF_NODRAW ); } void CMapInfo::InputFireWinCondition(inputdata_t &inputdata ) { CSGameRules()->TerminateRound( 5, inputdata.value.Int() ); }