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-rw-r--r--game/client/tf2/c_tfteam.h62
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diff --git a/game/client/tf2/c_tfteam.h b/game/client/tf2/c_tfteam.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Client side CTFTeam class
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef C_TFTEAM_H
+#define C_TFTEAM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "c_team.h"
+#include "shareddefs.h"
+#include "techtree.h"
+#include "imessagechars.h"
+
+class C_BaseEntity;
+class C_BaseObject;
+class CBaseTechnology;
+
+//-----------------------------------------------------------------------------
+// Purpose: TF's Team manager
+//-----------------------------------------------------------------------------
+class C_TFTeam : public C_Team
+{
+ DECLARE_CLASS( C_TFTeam, C_Team );
+public:
+ DECLARE_CLIENTCLASS();
+
+ C_TFTeam();
+ virtual ~C_TFTeam();
+
+ // Data Access
+ virtual float GetTeamResources( void );
+ virtual float GetPotentialTeamResources( void );
+ virtual bool GetHaveZone( void );
+
+ // Objects, note GetObject can return NULL!
+ int GetNumObjects( int iObjectType = -1 );
+ C_BaseObject *GetObject( int iIndex );
+ bool IsObjectValid( int iIndex );
+
+ void NotifyBaseUnderAttack( const Vector &vecPosition, bool bPlaySound = true, bool bForce = false );
+
+ virtual void ReceiveMessage( int classID, bf_read &msg );
+
+public:
+ // Resource UI data
+ bool m_bHaveZone;
+
+ float m_fResources; // Current amounts of resources
+ float m_fPotentialResources; // Potential amounts of each resource when all harvesters have returned
+
+ float m_LastAttackNotificationTime;
+
+ CUtlVector< EHANDLE > m_aObjects;
+};
+
+
+#endif // C_TFTEAM_H