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121 lines
4.0 KiB
121 lines
4.0 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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// Spawnflags |
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const int SF_RESPAWNPLAYERS_RESETALL = 0x01; // Respawned players have their inventory completely reset |
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const int SF_RESPAWNPLAYERS_RESETAMMO = 0x02; // Respawned players have their ammo counts reset |
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//----------------------------------------------------------------------------- |
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// Purpose: Map entity that respawns players |
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//----------------------------------------------------------------------------- |
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class CInfoInputRespawnPlayers : public CBaseEntity |
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{ |
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DECLARE_CLASS( CInfoInputRespawnPlayers, CBaseEntity ); |
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public: |
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DECLARE_DATADESC(); |
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// Inputs |
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void InputRespawnAll( inputdata_t &inputdata ); |
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void InputRespawnTeam1( inputdata_t &inputdata ); |
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void InputRespawnTeam2( inputdata_t &inputdata ); |
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void InputRespawnPlayer( inputdata_t &inputdata ); |
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// Respawning |
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void RespawnPlayer( CBaseTFPlayer *pPlayer ); |
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void RespawnTeam( CTFTeam *pTeam ); |
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}; |
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BEGIN_DATADESC( CInfoInputRespawnPlayers ) |
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// inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "RespawnAll", InputRespawnAll ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam1", InputRespawnTeam1 ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam2", InputRespawnTeam2 ), |
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "RespawnPlayer", InputRespawnPlayer ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( info_input_respawnplayers, CInfoInputRespawnPlayers ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Respawn all the players |
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//----------------------------------------------------------------------------- |
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void CInfoInputRespawnPlayers::InputRespawnAll( inputdata_t &inputdata ) |
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{ |
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for ( int i = 0; i < MAX_TF_TEAMS; i++ ) |
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{ |
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RespawnTeam( GetGlobalTFTeam(i+1) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Respawn all of team 1's players |
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//----------------------------------------------------------------------------- |
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void CInfoInputRespawnPlayers::InputRespawnTeam1( inputdata_t &inputdata ) |
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{ |
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RespawnTeam( GetGlobalTFTeam(1) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Respawn all of team 2's players |
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//----------------------------------------------------------------------------- |
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void CInfoInputRespawnPlayers::InputRespawnTeam2( inputdata_t &inputdata ) |
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{ |
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RespawnTeam( GetGlobalTFTeam(2) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Respawn a specific player |
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//----------------------------------------------------------------------------- |
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void CInfoInputRespawnPlayers::InputRespawnPlayer( 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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RespawnPlayer( pPlayer ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Respawn the team |
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//----------------------------------------------------------------------------- |
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void CInfoInputRespawnPlayers::RespawnTeam( CTFTeam *pTeam ) |
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{ |
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Assert( pTeam ); |
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if ( !pTeam ) |
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return; |
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// Respawn all the players |
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for ( int i = 0; i < pTeam->GetNumPlayers(); i++ ) |
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{ |
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RespawnPlayer( (CBaseTFPlayer*)pTeam->GetPlayer(i) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Respawn the player |
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//----------------------------------------------------------------------------- |
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void CInfoInputRespawnPlayers::RespawnPlayer( CBaseTFPlayer *pPlayer ) |
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{ |
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// Reset ammo if the spawnflag's set |
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if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETALL ) ) |
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{ |
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pPlayer->ResupplyAmmo( 1.0, RESUPPLY_ALL_FROM_STATION ); |
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} |
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else if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETAMMO ) ) |
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{ |
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pPlayer->ResupplyAmmo( 1.0, RESUPPLY_RESPAWN ); |
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} |
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pPlayer->ForceRespawn(); |
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} |