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