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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_input_respawnplayers.cpp | |
| 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_input_respawnplayers.cpp')
| -rw-r--r-- | game/server/tf2/info_input_respawnplayers.cpp | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/game/server/tf2/info_input_respawnplayers.cpp b/game/server/tf2/info_input_respawnplayers.cpp new file mode 100644 index 0000000..4b9917f --- /dev/null +++ b/game/server/tf2/info_input_respawnplayers.cpp @@ -0,0 +1,121 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "EntityOutput.h" +#include "EntityList.h" +#include "tf_team.h" +#include "baseentity.h" + +// Spawnflags +const int SF_RESPAWNPLAYERS_RESETALL = 0x01; // Respawned players have their inventory completely reset +const int SF_RESPAWNPLAYERS_RESETAMMO = 0x02; // Respawned players have their ammo counts reset + +//----------------------------------------------------------------------------- +// Purpose: Map entity that respawns players +//----------------------------------------------------------------------------- +class CInfoInputRespawnPlayers : public CBaseEntity +{ + DECLARE_CLASS( CInfoInputRespawnPlayers, CBaseEntity ); +public: + DECLARE_DATADESC(); + + // Inputs + void InputRespawnAll( inputdata_t &inputdata ); + void InputRespawnTeam1( inputdata_t &inputdata ); + void InputRespawnTeam2( inputdata_t &inputdata ); + void InputRespawnPlayer( inputdata_t &inputdata ); + + // Respawning + void RespawnPlayer( CBaseTFPlayer *pPlayer ); + void RespawnTeam( CTFTeam *pTeam ); +}; + +BEGIN_DATADESC( CInfoInputRespawnPlayers ) + + // inputs + DEFINE_INPUTFUNC( FIELD_VOID, "RespawnAll", InputRespawnAll ), + DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam1", InputRespawnTeam1 ), + DEFINE_INPUTFUNC( FIELD_VOID, "RespawnTeam2", InputRespawnTeam2 ), + DEFINE_INPUTFUNC( FIELD_EHANDLE, "RespawnPlayer", InputRespawnPlayer ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( info_input_respawnplayers, CInfoInputRespawnPlayers ); + +//----------------------------------------------------------------------------- +// Purpose: Respawn all the players +//----------------------------------------------------------------------------- +void CInfoInputRespawnPlayers::InputRespawnAll( inputdata_t &inputdata ) +{ + for ( int i = 0; i < MAX_TF_TEAMS; i++ ) + { + RespawnTeam( GetGlobalTFTeam(i+1) ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Respawn all of team 1's players +//----------------------------------------------------------------------------- +void CInfoInputRespawnPlayers::InputRespawnTeam1( inputdata_t &inputdata ) +{ + RespawnTeam( GetGlobalTFTeam(1) ); +} + +//----------------------------------------------------------------------------- +// Purpose: Respawn all of team 2's players +//----------------------------------------------------------------------------- +void CInfoInputRespawnPlayers::InputRespawnTeam2( inputdata_t &inputdata ) +{ + RespawnTeam( GetGlobalTFTeam(2) ); +} + +//----------------------------------------------------------------------------- +// Purpose: Respawn a specific player +//----------------------------------------------------------------------------- +void CInfoInputRespawnPlayers::InputRespawnPlayer( inputdata_t &inputdata ) +{ + CBaseEntity *pEntity = (inputdata.value.Entity()).Get(); + if ( pEntity && pEntity->IsPlayer() ) + { + CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity; + RespawnPlayer( pPlayer ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Respawn the team +//----------------------------------------------------------------------------- +void CInfoInputRespawnPlayers::RespawnTeam( CTFTeam *pTeam ) +{ + Assert( pTeam ); + if ( !pTeam ) + return; + + // Respawn all the players + for ( int i = 0; i < pTeam->GetNumPlayers(); i++ ) + { + RespawnPlayer( (CBaseTFPlayer*)pTeam->GetPlayer(i) ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Respawn the player +//----------------------------------------------------------------------------- +void CInfoInputRespawnPlayers::RespawnPlayer( CBaseTFPlayer *pPlayer ) +{ + // Reset ammo if the spawnflag's set + if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETALL ) ) + { + pPlayer->ResupplyAmmo( 1.0, RESUPPLY_ALL_FROM_STATION ); + } + else if ( HasSpawnFlags( SF_RESPAWNPLAYERS_RESETAMMO ) ) + { + pPlayer->ResupplyAmmo( 1.0, RESUPPLY_RESPAWN ); + } + + pPlayer->ForceRespawn(); +}
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