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:
//
//=============================================================================//
#include "cbase.h"
#include "tf/tf_shareddefs.h"
#include "entity_forcerespawn.h"
#include "tf_player.h"
#include "tf_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//
// CTFReset tables.
//
BEGIN_DATADESC( CTFForceRespawn )
// Inputs.
DEFINE_INPUTFUNC( FIELD_VOID, "ForceRespawn", InputForceRespawn ),
DEFINE_INPUTFUNC( FIELD_VOID, "ForceRespawnSwitchTeams", InputForceRespawnSwitchTeams ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "ForceTeamRespawn", InputForceTeamRespawn ),
// Outputs.
DEFINE_OUTPUT( m_outputOnForceRespawn, "OnForceRespawn" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( game_forcerespawn, CTFForceRespawn );
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTFForceRespawn::CTFForceRespawn()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFForceRespawn::ForceRespawn( bool bSwitchTeams, int nTeam /* = TEAM_UNASSIGNED */, bool bRemoveEverything /* = true */ )
{
int i = 0;
if ( bRemoveEverything && TFGameRules() )
{
TFGameRules()->RemoveAllProjectilesAndBuildings();
}
// respawn the players
for ( i = 1 ; i <= gpGlobals->maxClients ; i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
// Ignore players who aren't on an active team
if ( pPlayer->GetTeamNumber() != TF_TEAM_RED && pPlayer->GetTeamNumber() != TF_TEAM_BLUE )
{
// Let the player spawn immediately when they do pick a class
pPlayer->AllowInstantSpawn();
continue;
}
if ( bSwitchTeams )
{
if ( pPlayer->GetTeamNumber() == TF_TEAM_RED )
{
pPlayer->ForceChangeTeam( TF_TEAM_BLUE, true );
}
else if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
{
pPlayer->ForceChangeTeam( TF_TEAM_RED, true );
}
}
// Ignore players who haven't picked a class yet
if ( !pPlayer->GetPlayerClass() || pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_UNDEFINED )
{
// Allow them to spawn instantly when they do choose
pPlayer->AllowInstantSpawn();
continue;
}
if ( nTeam != TEAM_UNASSIGNED )
{
// Ignore players who aren't on the team we're trying to respawn
if ( pPlayer->GetTeamNumber() != nTeam )
{
continue;
}
else
{
// Ignore players on the team that aren't dead
if ( pPlayer->IsAlive() )
continue;
}
}
pPlayer->ForceRespawn();
}
}
// remove any dropped weapons/ammo packs
CBaseEntity *pEnt = NULL;
while ( (pEnt = gEntList.FindEntityByClassname( pEnt, "tf_ammo_pack" )) != NULL )
{
UTIL_Remove( pEnt );
}
// Output.
m_outputOnForceRespawn.FireOutput( this, this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFForceRespawn::InputForceRespawn( inputdata_t &inputdata )
{
ForceRespawn( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFForceRespawn::InputForceRespawnSwitchTeams( inputdata_t &inputdata )
{
ForceRespawn( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFForceRespawn::InputForceTeamRespawn( inputdata_t &inputdata )
{
int nTeam = inputdata.value.Int();
ForceRespawn( false, nTeam, false );
}