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"
//-----------------------------------------------------------------------------
// Purpose: Map entity that makes a pulse on the minimap
//-----------------------------------------------------------------------------
class CInfoMinimapPulse : public CBaseEntity
{
DECLARE_CLASS( CInfoMinimapPulse, CBaseEntity );
public:
DECLARE_DATADESC();
void Spawn( void );
// Inputs
void InputPulseForAll( inputdata_t &inputdata );
void InputPulseForTeam1( inputdata_t &inputdata );
void InputPulseForTeam2( inputdata_t &inputdata );
void InputPulseForPlayer( inputdata_t &inputdata );
// Pulsing
void PulseForPlayer( CBaseTFPlayer *pPlayer );
void PulseForTeam( CTFTeam *pTeam );
};
BEGIN_DATADESC( CInfoMinimapPulse )
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "PulseForAll", InputPulseForAll ),
DEFINE_INPUTFUNC( FIELD_VOID, "PulseForTeam1", InputPulseForTeam1 ),
DEFINE_INPUTFUNC( FIELD_VOID, "PulseForTeam2", InputPulseForTeam2 ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "PulseForPlayer", InputPulseForPlayer ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( info_minimappulse, CInfoMinimapPulse );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoMinimapPulse::Spawn( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Pulse for all the players
//-----------------------------------------------------------------------------
void CInfoMinimapPulse::InputPulseForAll( inputdata_t &inputdata )
{
for ( int i = 0; i < MAX_TF_TEAMS; i++ )
{
PulseForTeam( GetGlobalTFTeam(i) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Pulse for all of team 1's players
//-----------------------------------------------------------------------------
void CInfoMinimapPulse::InputPulseForTeam1( inputdata_t &inputdata )
{
PulseForTeam( GetGlobalTFTeam(1) );
}
//-----------------------------------------------------------------------------
// Purpose: Pulse for all of team 2's players
//-----------------------------------------------------------------------------
void CInfoMinimapPulse::InputPulseForTeam2( inputdata_t &inputdata )
{
PulseForTeam( GetGlobalTFTeam(2) );
}
//-----------------------------------------------------------------------------
// Purpose: Pulse for a specific player
//-----------------------------------------------------------------------------
void CInfoMinimapPulse::InputPulseForPlayer( inputdata_t &inputdata )
{
CBaseEntity *pEntity = (inputdata.value.Entity()).Get();
if ( pEntity && pEntity->IsPlayer() )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
PulseForPlayer( pPlayer );
}
}
//-----------------------------------------------------------------------------
// Purpose: Pulse for the team
//-----------------------------------------------------------------------------
void CInfoMinimapPulse::PulseForTeam( CTFTeam *pTeam )
{
// Pulse all the players
for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
{
PulseForPlayer( (CBaseTFPlayer*)pTeam->GetPlayer(i) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Make a minimap pulse for the player
//-----------------------------------------------------------------------------
void CInfoMinimapPulse::PulseForPlayer( CBaseTFPlayer *pPlayer )
{
CSingleUserRecipientFilter user( pPlayer );
user.MakeReliable();
UserMessageBegin( user, "MinimapPulse" );
WRITE_VEC3COORD( GetAbsOrigin() );
MessageEnd();
}