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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud_technologytreedoc.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_InfoCustomTechnology : public C_BaseEntity
{
DECLARE_CLASS( C_InfoCustomTechnology, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_InfoCustomTechnology( void );
virtual void SetDormant( bool bDormant );
public:
// Sent via datatable
char m_szTechTreeFile[128];
};
IMPLEMENT_CLIENTCLASS_DT(C_InfoCustomTechnology, DT_InfoCustomTechnology, CInfoCustomTechnology)
RecvPropString(RECVINFO(m_szTechTreeFile)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_InfoCustomTechnology::C_InfoCustomTechnology( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Whenever we enter the PVS, add ourselves to the tech tree. This will
// only happen when the player joins a new team.
//-----------------------------------------------------------------------------
void C_InfoCustomTechnology::SetDormant( bool bDormant )
{
if ( IsDormant() && !bDormant )
{
// Tell the techtree to add the file to it's list of technologies
GetTechnologyTreeDoc().AddTechnologyFile( m_szTechTreeFile );
}
BaseClass::SetDormant( bDormant );
}
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