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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/entity_forcerespawn.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/server/tf/entity_forcerespawn.cpp')
-rw-r--r--game/server/tf/entity_forcerespawn.cpp143
1 files changed, 143 insertions, 0 deletions
diff --git a/game/server/tf/entity_forcerespawn.cpp b/game/server/tf/entity_forcerespawn.cpp
new file mode 100644
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--- /dev/null
+++ b/game/server/tf/entity_forcerespawn.cpp
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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 );
+}
+