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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_INFO_ACT_H
#define C_INFO_ACT_H
#ifdef _WIN32
#pragma once
#endif
#define ACT_NONE_SPECIFIED -1
//-----------------------------------------------------------------------------
// Purpose: Map entity that defines an act
//-----------------------------------------------------------------------------
class C_InfoAct : public C_BaseEntity
{
DECLARE_CLASS( C_InfoAct, C_BaseEntity );
public:
C_InfoAct();
~C_InfoAct();
DECLARE_CLIENTCLASS();
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
void StartAct( float flStartTime );
int GetActNumber( void ) { return m_iActNumber; }
bool IsAWaitingAct( void );
float RespawnTimeRemaining( int nTeam, int nTimer ) const;
private:
int m_iActNumber;
int m_spawnflags;
float m_flActTimeLimit;
int m_nRespawn1Team1Time;
int m_nRespawn1Team2Time;
int m_nRespawn2Team1Time;
int m_nRespawn2Team2Time;
int m_nRespawnTeam1Delay;
int m_nRespawnTeam2Delay;
float m_flStartTime;
float m_flPreviousTimeLimit;
};
extern CHandle<C_InfoAct> g_hCurrentAct;
void StartAct( int iActNumber, float flStartTime );
int GetCurrentActNumber( void );
bool CurrentActIsAWaitingAct( void );
#endif // C_INFO_ACT_H
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