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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/tf2/info_input_resetobjects.cpp
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Diffstat (limited to 'game/server/tf2/info_input_resetobjects.cpp')
-rw-r--r--game/server/tf2/info_input_resetobjects.cpp106
1 files changed, 106 insertions, 0 deletions
diff --git a/game/server/tf2/info_input_resetobjects.cpp b/game/server/tf2/info_input_resetobjects.cpp
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+++ b/game/server/tf2/info_input_resetobjects.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "EntityOutput.h"
+#include "EntityList.h"
+#include "tf_team.h"
+#include "baseentity.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Map entity that resets player's objects
+//-----------------------------------------------------------------------------
+class CInfoInputResetObjects : public CBaseEntity
+{
+ DECLARE_CLASS( CInfoInputResetObjects, CBaseEntity );
+public:
+ DECLARE_DATADESC();
+
+ // Inputs
+ void InputResetAll( inputdata_t &inputdata );
+ void InputResetTeam1( inputdata_t &inputdata );
+ void InputResetTeam2( inputdata_t &inputdata );
+ void InputResetPlayer( inputdata_t &inputdata );
+
+ // Resetting
+ void ResetPlayersObjects( CBaseTFPlayer *pPlayer );
+ void ResetTeamsObjects( CTFTeam *pTeam );
+};
+
+BEGIN_DATADESC( CInfoInputResetObjects )
+
+ // inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "ResetAll", InputResetAll ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam1", InputResetTeam1 ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam2", InputResetTeam2 ),
+ DEFINE_INPUTFUNC( FIELD_EHANDLE, "ResetPlayer", InputResetPlayer ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( info_input_resetobjects, CInfoInputResetObjects );
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset all the player's objects
+//-----------------------------------------------------------------------------
+void CInfoInputResetObjects::InputResetAll( inputdata_t &inputdata )
+{
+ for ( int i = 1; i <= gpGlobals->maxClients; i++ )
+ {
+ CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) );
+ if ( pPlayer )
+ {
+ ResetPlayersObjects( pPlayer );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset all of team 1's player's objects
+//-----------------------------------------------------------------------------
+void CInfoInputResetObjects::InputResetTeam1( inputdata_t &inputdata )
+{
+ ResetTeamsObjects( GetGlobalTFTeam(1) );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset all of team 2's player's objects
+//-----------------------------------------------------------------------------
+void CInfoInputResetObjects::InputResetTeam2( inputdata_t &inputdata )
+{
+ ResetTeamsObjects( GetGlobalTFTeam(2) );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset a specific player's objects
+//-----------------------------------------------------------------------------
+void CInfoInputResetObjects::InputResetPlayer( inputdata_t &inputdata )
+{
+ CBaseEntity *pEntity = (inputdata.value.Entity()).Get();
+ if ( pEntity && pEntity->IsPlayer() )
+ {
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
+ ResetPlayersObjects( pPlayer );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset the team's objects
+//-----------------------------------------------------------------------------
+void CInfoInputResetObjects::ResetTeamsObjects( CTFTeam *pTeam )
+{
+ for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
+ {
+ ResetPlayersObjects( (CBaseTFPlayer*)pTeam->GetPlayer(i) );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset the player's objects
+//-----------------------------------------------------------------------------
+void CInfoInputResetObjects::ResetPlayersObjects( CBaseTFPlayer *pPlayer )
+{
+ pPlayer->RemoveAllObjects( true, 0, true );
+} \ No newline at end of file