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: Client side CTFTeam class
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_DOD_TEAM_H
#define C_DOD_TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "c_team.h"
#include "shareddefs.h"
#include "dod_playerclass_info_parse.h"
#include "dod_shareddefs.h"
class C_BaseEntity;
class C_BaseObject;
class CBaseTechnology;
//-----------------------------------------------------------------------------
// Purpose: TF's Team manager
//-----------------------------------------------------------------------------
class C_DODTeam : public C_Team
{
DECLARE_CLASS( C_DODTeam, C_Team );
public:
DECLARE_CLIENTCLASS();
C_DODTeam();
virtual ~C_DODTeam();
CDODPlayerClassInfo const &GetPlayerClassInfo( int iPlayerClass ) const;
const unsigned char *GetEncryptionKey( void ) { return g_pGameRules->GetEncryptionKey(); }
virtual void AddPlayerClass( const char *pszClassName );
bool IsClassOnTeam( const char *pszClassName, int &iClassNum ) const;
bool IsClassOnTeam( int iClassNum ) const;
int GetNumPlayerClasses( void ) { return m_hPlayerClassInfoHandles.Count(); }
int CountPlayersOfThisClass( int iPlayerClass );
private:
CUtlVector < PLAYERCLASS_FILE_INFO_HANDLE > m_hPlayerClassInfoHandles;
};
class C_DODTeam_Allies : public C_DODTeam
{
DECLARE_CLASS( C_DODTeam_Allies, C_DODTeam );
public:
DECLARE_CLIENTCLASS();
C_DODTeam_Allies();
virtual ~C_DODTeam_Allies() {}
};
class C_DODTeam_Axis : public C_DODTeam
{
DECLARE_CLASS( C_DODTeam_Axis, C_DODTeam );
public:
DECLARE_CLIENTCLASS();
C_DODTeam_Axis();
virtual ~C_DODTeam_Axis() {}
};
#endif // C_DOD_TEAM_H