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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Control Zone entity
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef CONTROLZONE_H
+#define CONTROLZONE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Defines a team zone of control
+// Usually the parent of many trigger entities
+//-----------------------------------------------------------------------------
+class CControlZone : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CControlZone, CBaseEntity );
+ DECLARE_SERVERCLASS();
+
+ void Spawn( void );
+ void StartTouch( CBaseEntity * );
+ void EndTouch( CBaseEntity * );
+ void Think( void );
+
+ virtual int UpdateTransmitState();
+
+ // input functions
+ void InputLockControllingTeam( inputdata_t &inputdata );
+ void InputSetTeam( inputdata_t &inputdata );
+
+ // internal methods
+ void LockControllingTeam( void );
+ void ReevaluateControllingTeam( void );
+ void SetControllingTeam( CBaseEntity *pActivator, int newTeam );
+
+ // outputs
+ int GetControllingTeam( void ) { return m_ControllingTeam.Get(); };
+ COutputInt m_ControllingTeam; // outputs the team currently controlling this spot, whenever it changes - this is -1 when contended
+
+public:
+ // Data
+ CNetworkVar( int, m_nZoneNumber );
+ int m_iDefendingTeam; // the original defeind team
+ int m_iLocked; // no more changes, until a reset it called
+ int m_iLockAfterChange; // auto-lock after the control zone changes hands through combat
+ float m_flTimeTillCaptured; // time that the control zone has to be uncontested for it to succesfully change teams
+ float m_flTimeTillContested; // time that the control zone has to be contested for for it to change to Contested mode (no team)
+ int m_iTryingToChangeToTeam; // the team is trying to change to
+
+ CUtlVector< CHandle<CBaseTFPlayer> > m_ZonePlayerList; // List of all players in the zone at the moment
+ int m_iPlayersInZone[MAX_TF_TEAMS+1]; // count of players in the zone divided by team
+
+ DECLARE_DATADESC();
+};
+
+#endif // CONTROLZONE_H