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_TF_TEAM_H
#define C_TF_TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "c_team.h"
#include "shareddefs.h"
#include "c_baseobject.h"
class C_BaseEntity;
class C_BaseObject;
class CBaseTechnology;
class C_TFPlayer;
//-----------------------------------------------------------------------------
// Purpose: TF's Team manager
//-----------------------------------------------------------------------------
class C_TFTeam : public C_Team
{
DECLARE_CLASS( C_TFTeam, C_Team );
DECLARE_CLIENTCLASS();
public:
C_TFTeam();
virtual ~C_TFTeam();
int GetFlagCaptures( void ) { return m_nFlagCaptures; }
int GetRole( void ) { return m_iRole; }
char *Get_Name( void );
int GetNumObjects( int iObjectType = -1 );
CBaseObject *GetObject( int num );
CUtlVector< CHandle<C_BaseObject> > m_aObjects;
C_BasePlayer *GetTeamLeader( void );
void UpdateTeamName( void );
const wchar_t *Get_Localized_Name( void ){ return m_wzTeamname; };
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
bool IsUsingCustomTeamName( void ) { return m_bUsingCustomTeamName; }
// IClientThinkable override
virtual void ClientThink();
private:
int m_nFlagCaptures;
int m_iRole;
CNetworkHandle( C_BasePlayer, m_hLeader );
wchar_t m_wzTeamname[ MAX_TEAM_NAME_LENGTH ];
bool m_bUsingCustomTeamName;
};
C_TFTeam *GetGlobalTFTeam( int iTeamNumber );
#endif // C_TF_TEAM_H