144 lines
3.9 KiB
C++
144 lines
3.9 KiB
C++
//========= 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 );
|
|
}
|
|
|