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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/info_act.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/info_act.h')
| -rw-r--r-- | game/server/tf2/info_act.h | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/game/server/tf2/info_act.h b/game/server/tf2/info_act.h new file mode 100644 index 0000000..f946316 --- /dev/null +++ b/game/server/tf2/info_act.h @@ -0,0 +1,138 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef INFO_ACT_H +#define INFO_ACT_H +#ifdef _WIN32 +#pragma once +#endif + +class CBaseTFPlayer; + +//----------------------------------------------------------------------------- +// Purpose: Map entity that defines an act +//----------------------------------------------------------------------------- +class CInfoAct : public CBaseEntity +{ + DECLARE_CLASS( CInfoAct, CBaseEntity ); +public: + CInfoAct(); + + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + int UpdateTransmitState(); + + void Spawn( void ); + void StartAct( void ); + void UpdateClient( CBaseTFPlayer *pPlayer ); + void FinishAct( void ); + void ActThink( void ); + int ActNumber() const; + + void CleanupOnActStart( void ); + + bool IsAWaitingAct( void ); + + // Act player locking + void StartActOverlayTime( CBaseTFPlayer *pPlayer ); + void EndActOverlayTime( CBaseTFPlayer *pPlayer ); + void ActThinkEndActOverlayTime( void ); + + // Intermissions + void StartIntermission( CBaseTFPlayer *pPlayer ); + void EndIntermission( CBaseTFPlayer *pPlayer ); + + int GetMCVTimer( void ) { return m_nRespawn2Team2Time; } + +private: + enum + { + RESPAWN_TIMER_90_REMAINING = 0, + RESPAWN_TIMER_60_REMAINING, + RESPAWN_TIMER_45_REMAINING, + RESPAWN_TIMER_30_REMAINING, + RESPAWN_TIMER_10_REMAINING, + RESPAWN_TIMER_0_REMAINING, + + RESPAWN_TIMER_EVENT_COUNT + }; + + void SetUpRespawnTimers(); + void ShutdownRespawnTimers(); + + // Inputs + void InputStart( inputdata_t &inputdata ); + void InputFinishWinNone( inputdata_t &inputdata ); + void InputFinishWin1( inputdata_t &inputdata ); + void InputFinishWin2( inputdata_t &inputdata ); + void InputAddTime( inputdata_t &inputdata ); + + // Respawn timers + void RespawnTimerThink(); + + // Respawn delay + void Team1RespawnDelayThink(); + void Team2RespawnDelayThink(); + + // Computes the time remaining + int ComputeTimeRemaining( int nPeriod, int nDelay ); + + // Fires respawn events + void FireRespawnEvents( int nTimeRemaining, COutputEvent *pRespawnEvents, COutputInt &respawnTime ); + + // Outputs + COutputEvent m_OnStarted; + COutputEvent m_OnFinishedTeamNone; + COutputEvent m_OnFinishedTeam1; + COutputEvent m_OnFinishedTeam2; + COutputEvent m_OnTimerExpired; + + COutputEvent m_Team1RespawnDelayDone; + COutputEvent m_Team2RespawnDelayDone; + + COutputInt m_Respawn1Team1TimeRemaining; + COutputInt m_Respawn2Team1TimeRemaining; + COutputInt m_Respawn1Team2TimeRemaining; + COutputInt m_Respawn2Team2TimeRemaining; + + // A whole buncha respawn timer events + COutputEvent m_Respawn1Team1Events[RESPAWN_TIMER_EVENT_COUNT]; + COutputEvent m_Respawn2Team1Events[RESPAWN_TIMER_EVENT_COUNT]; + COutputEvent m_Respawn1Team2Events[RESPAWN_TIMER_EVENT_COUNT]; + COutputEvent m_Respawn2Team2Events[RESPAWN_TIMER_EVENT_COUNT]; + + // Respawn timer periods + CNetworkVar( int, m_nRespawn1Team1Time ); + CNetworkVar( int, m_nRespawn1Team2Time ); + CNetworkVar( int, m_nRespawn2Team1Time ); + CNetworkVar( int, m_nRespawn2Team2Time ); + CNetworkVar( int, m_nRespawnTeam1Delay ); + CNetworkVar( int, m_nRespawnTeam2Delay ); + + // Data + CNetworkVar( int, m_iActNumber ); + CNetworkVar( float, m_flActTimeLimit ); + int m_iWinners; + + // Acts + float m_flActStartedAt; + + // Intermissions + string_t m_iszIntermissionCamera; +}; + +inline int CInfoAct::ActNumber() const +{ + return m_iActNumber; +} + +extern CHandle<CInfoAct> g_hCurrentAct; + +bool CurrentActIsAWaitingAct( void ); + +#endif // INFO_ACT_H |