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diff --git a/game/server/tf2/info_act.h b/game/server/tf2/info_act.h
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+//========= 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