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106 lines
3.6 KiB
106 lines
3.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "EntityOutput.h" |
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#include "EntityList.h" |
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#include "tf_team.h" |
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#include "baseentity.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Map entity that resets player's objects |
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//----------------------------------------------------------------------------- |
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class CInfoInputResetObjects : public CBaseEntity |
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{ |
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DECLARE_CLASS( CInfoInputResetObjects, CBaseEntity ); |
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public: |
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DECLARE_DATADESC(); |
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// Inputs |
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void InputResetAll( inputdata_t &inputdata ); |
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void InputResetTeam1( inputdata_t &inputdata ); |
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void InputResetTeam2( inputdata_t &inputdata ); |
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void InputResetPlayer( inputdata_t &inputdata ); |
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// Resetting |
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void ResetPlayersObjects( CBaseTFPlayer *pPlayer ); |
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void ResetTeamsObjects( CTFTeam *pTeam ); |
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}; |
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BEGIN_DATADESC( CInfoInputResetObjects ) |
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// inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "ResetAll", InputResetAll ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam1", InputResetTeam1 ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam2", InputResetTeam2 ), |
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "ResetPlayer", InputResetPlayer ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( info_input_resetobjects, CInfoInputResetObjects ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Reset all the player's objects |
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//----------------------------------------------------------------------------- |
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void CInfoInputResetObjects::InputResetAll( inputdata_t &inputdata ) |
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{ |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) ); |
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if ( pPlayer ) |
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{ |
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ResetPlayersObjects( pPlayer ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Reset all of team 1's player's objects |
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//----------------------------------------------------------------------------- |
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void CInfoInputResetObjects::InputResetTeam1( inputdata_t &inputdata ) |
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{ |
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ResetTeamsObjects( GetGlobalTFTeam(1) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Reset all of team 2's player's objects |
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//----------------------------------------------------------------------------- |
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void CInfoInputResetObjects::InputResetTeam2( inputdata_t &inputdata ) |
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{ |
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ResetTeamsObjects( GetGlobalTFTeam(2) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Reset a specific player's objects |
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//----------------------------------------------------------------------------- |
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void CInfoInputResetObjects::InputResetPlayer( inputdata_t &inputdata ) |
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{ |
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CBaseEntity *pEntity = (inputdata.value.Entity()).Get(); |
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if ( pEntity && pEntity->IsPlayer() ) |
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{ |
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity; |
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ResetPlayersObjects( pPlayer ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Reset the team's objects |
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//----------------------------------------------------------------------------- |
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void CInfoInputResetObjects::ResetTeamsObjects( CTFTeam *pTeam ) |
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{ |
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for ( int i = 0; i < pTeam->GetNumPlayers(); i++ ) |
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{ |
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ResetPlayersObjects( (CBaseTFPlayer*)pTeam->GetPlayer(i) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Reset the player's objects |
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//----------------------------------------------------------------------------- |
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void CInfoInputResetObjects::ResetPlayersObjects( CBaseTFPlayer *pPlayer ) |
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{ |
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pPlayer->RemoveAllObjects( true, 0, true ); |
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} |