Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Team management class. Contains all the details for a specific team
//
// $NoKeywords: $
//=============================================================================//
#ifndef TFC_TEAM_H
#define TFC_TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "team.h"
#include "tfc_shareddefs.h"
//-----------------------------------------------------------------------------
// Purpose: Team Manager
//-----------------------------------------------------------------------------
class CTFCTeam : public CTeam
{
DECLARE_CLASS( CTFCTeam, CTeam );
DECLARE_SERVERCLASS();
public:
// Initialization
virtual void Init( const char *pName, int iNumber );
color32 GetTeamColor();
};
extern CTFCTeam *GetGlobalTFCTeam( int iIndex );
void TeamFortress_TeamShowScores(BOOL bLong, CBasePlayer *pPlayer);
int TeamFortress_TeamGetScoreFrags(int tno);
// Colors for each team.
typedef struct
{
int topColor;
int bottomColor;
} team_color_t;
extern Vector rgbcolors[5];
extern team_color_t teamcolors[5][PC_LASTCLASS]; // Colors for each of the 4 teams
extern int number_of_teams; // This is incremented for each map as info_player_teamspawn are created.
extern const char *teamnames[5];
#define g_szTeamColors teamnames
color32 Vector255ToRGBColor( const Vector &vColor );
#endif // TF_TEAM_H